60 items, from Lesser Potion Patch to Lesser Zifes's Elixir.
Lesser Potion Patch · Lesser Pressure Bomb · Lesser Queasy Lantern · Lesser Quicksilver Mutagen · Lesser Red-Rib Gill Mask · Lesser Retaliation · Lesser Revealing Mist · Lesser Roaring Potion · Lesser Rope of Climbing · Lesser Salamander Elixir · Lesser Sanguine Mutagen · Lesser Sapling Shield · Lesser Sea Touch Elixir · Lesser Sealing Chest · Lesser Searing Suture · Lesser Sense-Dulling Hood · Lesser Serene Mutagen · Lesser Serpent Oil · Lesser Silver Crescent · Lesser Silvertongue Mutagen · Lesser Sinew-Shock Serum · Lesser Sixfingers Elixir · Lesser Skunk Bomb · Lesser Smokestick · Lesser Snarling Badger · Lesser Soothing Powder · Lesser Soothing Tonic · Lesser Sparking Spellgun · Lesser Spiderfoot Brew · Lesser Spiderfoot Brew · Lesser Spiritual Warhorn · Lesser Star Grenade · Lesser Starshot Arrow · Lesser Stone Body Mutagen · Lesser Stone Body Mutagen · Lesser Sturdy Shield · Lesser Sulfur Bomb · Lesser Swapping Stone Bonmuan Swapping Stone · Lesser Talisman Cord · Lesser Tanglefoot Bag · Lesser Tentacle Potion · Lesser Theatrical Mutagen · Lesser Thunderbird Tuft · Lesser Thunderstone · Lesser Thurible of Revelation · Lesser Tome of Restorative Cleansing · Lesser Torrent Spellgun · Lesser True Name Amulet · Lesser Twilight Lantern · Lesser Unsullied Blood · Lesser Vaccine · Lesser Vaccine · Lesser Vermin Repellent Agent · Lesser Vexing Vapor · Lesser War Blood Mutagen · Lesser Wardrobe Stone · Lesser Weapon Shot · Lesser Winter Wolf Elixir · Lesser Wovenwood Shield · Lesser Zifes's Elixir
Item 4
Price 20 gp
Usage worn; Bulk —
Activate command; Requirements You must have the potion patch affixed to your skin.
Category Consumable
A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the manipulate trait. A patch has a maximum level of potion it can absorb, depending on the patch's type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch's magic is negated after it's used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first.
The potion must be 10th level or lower.
Main Item: Potion PatchTreasure Vault, page 97.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A lesser pressure bomb deals 1d4 bludgeoning damage and 1 bludgeoning splash damage. On a critical hit, the target is knocked prone. Tiny or smaller targets are pushed 5 feet away from you.
Main Item: Pressure BombPFUM.
Item 7
Price 325 gp
Usage held in 1 hand; Bulk 1
Category Held
This bull's-eye lantern is wrapped in decrepit leather skin. It constantly emits light in a 60-foot cone (and dim light in the next 60 feet). You can close or open internal shutters with an Interact action to block or reveal the light.
LOTGB, page 39.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your features become thin and angular. You become swifter and nimbler, but your body also becomes fragile.
Benefit You gain a +1 item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and Dexterity-based attack rolls, and you gain a +5 foot bonus to your Speed. The duration is 1 minute.
Drawback You take damage equal to twice your level; you can't recover Hit Points lost in this way by any means while the mutagen lasts. You take a –2 penalty to Fortitude saves.
Main Item: Quicksilver MutagenCore Rulebook, page 549.
Item 2
Price 7 gp
Usage worn mask; Bulk L
Activate Interact
Category Consumable
This mask is made from the gills of the red-rib salamander, an amphibious creature unique to Lifalol Lake. Once activated, the mask intensifies the odors of gaseous toxins, allowing you to automatically detect toxic fumes within 30 feet and their approximate source (making the source undetected instead of unnoticed). You can't wear other masks while you're wearing a red-rib gill mask.
After Activating the mask, you also gain the listed item bonus to Fortitude saves against inhaled effects; this bonus is increased against the deadly volcanic gas known around Lifalol Lake as Dead Man's Breath, and possibly against other similar volcanic gases at the GM's discretion.
The item bonus is +1, or +2 against Dead Man's Breath, and the duration is 10 minutes.
Main Item: Red-Rib Gill MaskItem 6
Price 250 gp
Usage applied to shield
Category Rune
Shields with a retaliation rune use the impact of weapons to generate blasts of explosive force that counterattack foes.
Treasure Vault, page 144.
Item 3
Price 9 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone when sprayed. It doesn't affect visibility but causes invisible creatures in the area to be concealed rather than undetected. Revealing mist is ineffective in water or in areas with other factors affecting the spread of the mist, as determined by the GM. It remains in the area for 1 minute or until any significant wind disperses it, whichever comes first.
Main Item: Revealing MistTreasure Vault, page 55.
Item 8
Price 90 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
Ripples move constantly through a roaring potion, a cloudy liquid that growls when you open its container. Drinking it gives you access to two other activations for 1 hour.
Treasure Vault, page 90.
Item 3
Price 45 gp
Usage held in 1 hand; Bulk L
Category Held
This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion retains its magic.
The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can't extend upward without a surface to support it. At any point while the rope is animated, you can use an Interact action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself.
Advanced Player’s Guide, page 262.
Item 4
Price 15 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This elixir is made from salamander scales to withstand fire. For 24 hours, you are protected from the effects of severe heat.
Main Item: Salamander ElixirCore Rulebook, page 549.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood.
Benefit You gain an item bonus to Fortitude and Reflex saves. This bonus improves when you attempt a save against an effect that has the disease trait, poison trait, or would give you the fatigued condition.
Drawback Whenever you take piercing or slashing damage, you take 1d6 persistent bleed damage.
The bonus is +1 (or +2 against disease, poison, or fatigued), and the duration is 1 minute.
Main Item: Sanguine MutagenTreasure Vault, page 60.
Item 6
Price 240 gp
Usage held in 1 hand; Bulk 2
Category Held
This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage.
The buckler has Hardness 6, HP 48, and BT 24.
Main Item: Sapling ShieldTreasure Vault, page 22.
Item 5
Price 22 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This briny concoction alters the skin on your hands and feet.
The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for 10 minutes.
Main Item: Sea Touch ElixirCore Rulebook, page 549.
Item 4
Price 75 gp
Usage held in 2 hands; Bulk L
Category Held
Vigilant Seal members use these containers when transporting samples and relics.
The containers are soundproof, airtight, and studded with lead sheets, mistletoe, and other materials that block magical auras. Up to 1 Bulk of objects can be placed inside a sealing chest; the magic auras and curses of any objects placed within the chest cannot extend beyond the box unless they are of a greater level than the chest. Artifacts and similarly powerful items are unaffected regardless of level. Many cursed items prevent their bearer from removing them, but a successful remove curse gives enough time to stash the item in the chest.
Main Item: Sealing ChestLOPSG, page 38.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Activating this black powder–infused alchemical bandage cauterizes wounds. You can apply a searing suture to yourself or an adjacent willing creature as you activate it. The target creature takes 1d6 fire damage and can immediately attempt a flat check to remove the persistent bleed damage—the DC of this flat check depends on the type of searing suture applied. When applied against a bleed effect that is lower level than the searing suture, the flat check is automatically successful.
The flat check DC is 15.
Main Item: Searing SutureOoA1, page 77.
Item 6
Price 40 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Consumable
Sometimes, an enemy's dangerous special ability makes relatively standard sensory capabilities a liability. From otyugh stench to a harpy's song, plenty of creatures use their prey's senses against them. A sense-dulling hood is a wide, single-use mask designed to be pulled from an airtight package and slipped over the head. The mask grants you an item bonus to saving throws against auditory, olfactory, and visual effects for a time, according to the mask's type. Since it dulls your senses without depriving you of them, the mask also imposes a –1 penalty to rolls and checks using Perception for the same duration.
The bonus is +2, and the duration is 10 minutes.
Main Item: Sense-Dulling HoodTreasure Vault, page 55.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
You gain inner serenity, focused on fine details and steeled against mental assaults, but you find violence off-putting.
Benefit You gain a +1 item bonus to Will saves and Perception, Medicine, Nature, Religion, and Survival checks. This bonus improves to +2 when you attempt Will saves against mental effects. The duration is 1 minute.
Drawback You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage die to all weapon, unarmed attack, and spell damage.
Main Item: Serene MutagenCore Rulebook, page 549.
Item 3
Price 8 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed.
Main Item: Serpent OilTreasure Vault, page 87.
Item 6
Price 35 gp
Usage held in 1 hand; Bulk —
Category Consumable
A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against olfactory effects according to the crescent's type. While shedding this light, you can't be concealed if you're visible, and if you're invisible, you're concealed instead rather than being undetected.
This is treated as silver for the purposes of weaknesses, resistances, and the like. The silver crescent becomes inert.
The bonus is +1, the DC is 20, and the ray deals 4d6 damage.
Main Item: Silver CrescentTreasure Vault, page 50.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your features become striking and your voice becomes musical and commanding, though facts and figures become hazy for you and emotion clouds your ability to reason.
Benefit You gain a +1 item bonus to Deception, Diplomacy, Intimidation, and Performance checks. Your critical failures with any of these skill become failures instead. The duration is 1 minute.
Drawback You take a –2 item penalty to Arcana, Crafting, Lore, Occultism, and Society checks. Choose one skill in which you are trained; for the duration, you become untrained in that skill. All your failures on checks to Recall Knowledge become critical failures.
Main Item: Silvertongue MutagenCore Rulebook, page 550.
Item 2
Price 5 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This serum jolts the body to help shake off physical debilitations.
When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the clumsy or enfeebled condition from a single source, using the source of that condition to determine the counteract level and DC.
The serum has a +6 modifier for the roll.
Main Item: Sinew-shock SerumAdvanced Player’s Guide, page 254.
Item 5
Price 25 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This gritty, spicy fluid causes you to grow a sixth finger on each hand and gives you a spiderlike grip.
You gain a +2 item bonus to your Reflex DC to keep from being Disarmed and a climb Speed of 20 feet for the listed duration.
The duration is 10 minutes.
Main Item: Sixfingers ElixirThe Slithering, page 61.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb's type. Creatures in the splash area treat the results of their saving throw as one step better.
Critical Success The target is unaffected.Success The target is sickened 1.Failure The target is sickened 1 and slowed 1 while sickened.Critical Failure The target is blinded for 1 round, sickened 2, and slowed 1 while sickened.Creatures sickened by the bomb emit an odor that lasts 10 minutes after the sickened condition ends (or 1 hour if they were also blinded). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent.The bomb deals 1d4 poison damage and 1 poison splash damage. The Fortitude DC is 15.
Main Item: Skunk BombTreasure Vault, page 45.
Item 1
Price 3 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Tool
With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a 5-foot burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Main Item: SmokestickCore Rulebook, page 554.
Item 6
Price 50 gp
Usage affixed to armor; Bulk —
Activate command; Trigger You lose the dying condition; Requirements You have a wounded value of 1 or more.
Category Talisman
This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the wounded condition, the heroism ends immediately.
Main Item: Snarling BadgerTreasure Vault, page 95.
Item 5
Price 30 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Soothing powders are remedies made to stop a particular type of persistent damage. Each damage type requires a different formula, with the most popular being bleed soothing powder, poison soothing powder, fire soothing powder, and acid soothing powder. You Activate soothing powder by sprinkling it on yourself or another creature within reach. The target can immediately attempt a new flat check to remove persistent damage the powder works against. This powder lowers the DC to 10, as normal for a particularly appropriate type of help.
Main Item: Soothing PowderTreasure Vault, page 55.
Item 2
Price 7 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time.
You gain fast healing for 1 minute in an amount depending on the tonic's type.
You gain fast healing 1.
Main Item: Soothing TonicTreasure Vault, page 60.
Item 5
Price 30 gp
Usage held in 1 hand; Bulk L
Category Consumable
A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and persistent fire damage according to its type.
Critical Success The target takes double damage, takes double persistent damage, is blinded for 1 round, and is dazzled while the persistent damage lasts.Success The target takes full damage, full persistent damage, and is dazzled while the persistent damage lasts.The damage is 4d6, and the persistent damage is 1d4.
Main Item: Sparking SpellgunTreasure Vault, page 98.
Item 3
Price 12 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This gelatinous, sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny clinging hairs grow on your hands and feet, granting you a 15 feet climb Speed and a +1 item bonus to Athletics checks made to climb for 1 minute.
Main Item: Spiderfoot BrewPFUM.
Item 3
Price 12 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This sticky fluid is made from the silk glands of giant spiders.
When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to Climb for the listed duration.
The climb Speed is 15 feet, the item bonus is +1, and the duration is 1 minute.
Main Item: Spiderfoot BrewTreasure Vault, page 61.
Item 5
Price 30 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Consumable
A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn's type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn's type), and then disappears. The warriors can flank with one another and with you and your allies.
Once the magic is used, the warhorn remains as a non-magical musical instrument.
Two warriors manifest with a +11 attack modifier.
Main Item: Spiritual WarhornTreasure Vault, page 98.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate These unusual gunpowder bombs, typically marked with a
Category Bomb
symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross whenever they Strike a target.
When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). Any effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades.
The bomb deals 1d8 fire damage and 1 splash damage.
Main Item: Star GrenadeOoA3, page 75.
Item 7
Price 55 gp
Ammunition arrow
Activate Interact
Category Consumable
The metal of these arrows is said to have come from a star that ventured too close to Falavririak and was shot down by a moonlit archer. When you activate and shoot a starshot arrow, you take no range penalties against any target that you can personally detect. There must be a line of effect between you and the target.
The target must be within the maximum range of your weapon.
Main Item: Starshot ArrowLOL, page 48.
Item 5
Price 22 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This mutagen calcifies your body making it as hard as stone.
Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount.
Drawback Your Speeds are reduced by 10 feet (minimum 5 feet) and you take a –2 penalty to Reflex saves.
You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes.
Main Item: Stone Body MutagenThe Fall of Plaguestone, page 56.
Item 5
Price 22 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This mutagen calcifies your body, making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount.
Drawback Your Speeds are reduced by 10 feet (to a minimum of 5 feet) and you take a –2 penalty to Reflex saves.
You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes.
Main Item: Stone Body MutagenTreasure Vault, page 61.
Item 7
Price 360 gp
Usage held in 1 hand; Bulk 1
AC Bonus undefined; Hardness 10; HP 80; BT 40
Category Shield; Group Shield
With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy.
The shield has Hardness 10, HP 80, and BT 40.
Main Item: Sturdy ShieldCore Rulebook, page 588.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
A thick, sulfurous, irritating gas fills this golden-yellow flask.
The bomb deals 1d4 acid damage and 1 acid splash damage. On a hit, the target takes a –1 status penalty to Perception checks and attack rolls until the end of its next turn, or becomes sickened 1 on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute.
Main Item: Sulfur BombLOTGB, page 15.
Item 11
Price 300 gp
Usage held in 1 hand
Activate Interact
Category Consumable
This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within 100 feet. The stone then casts dimension door on you and transports you to itself. This destroys the stone.
You can instead hurl the stone at a creature in an attempt to bring that creature closer to you.
Make a ranged Strike against a creature using your highest proficiency with a ranged weapon. The swapping stone has a range increment of 15 feet. On a hit, the stone shatters against the creature, casting dimension door on the creature and causing it to instantly teleport to a space adjacent to you. An unwilling creature can resist this teleportation with a successful DC 28 Will save.
Main Item: Bonmuan Swapping StoneFists of the Ruby Phoenix #1: Despair on Danger Island, page 75.
Item 4
Price 85 gp
Usage worn
Category Worn Item
This thin leather cord bears delicate runic markings and threads through an item that can bear affixed talismans.
When you Affix a Talisman to that item, you can thread the talisman onto the cord, activating the cord's preserving effects. The cord is attuned to a particular school of magic, chosen when the cord was created. It gains the corresponding trait for that school. When you activate a talisman threaded through a cord with the same magic school trait that's also the cord's level or lower, attempt a DC 16 flat check. On a success, that talisman is not consumed and can be used again.
Main Item: Talisman CordLOPSG, page 118.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
A tanglefoot bag is filled with sticky substances.
When you hit a creature with a tanglefoot bag, that creature takes a –10-foot penalty to its Speeds for 1 minute.
On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water.
The target can end any effects by Escaping (Escape DC 17) or spending a total of 3 Interact actions to carefully remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can provide the actions as well.
Main Item: Tanglefoot BagCore Rulebook, page 545.
Item 6
Price 33 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm.
Your clothing doesn't need to accommodate this limb of ghostly matter, which can extrude through your clothing and armor. The limb lasts 1 hour, and you can Dismiss the activation. You can't hide or disguise the tentacle. You can use the limb to perform simple Interact actions, such as opening an unlocked door. Your limb can't perform actions that require significant manual dexterity, including any action that would require a check to accomplish. You can't use it to hold items. At one time, you can have only one extra limb from any version of this potion. Stronger tentacle potions replace the effects of weaker ones.
If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type.
Main Item: Tentacle PotionTreasure Vault, page 91.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Developed and widely used by students at the Lokhia Academy in Ziatroubax, the theatrical mutagen stimulates the creative centers of your brain. This causes your movements to become exaggerated and your voice to become clear. However, the erratic surges of inspiration overload your senses, making it difficult to focus on mundane tasks.
Benefit You gain the listed item bonus to Acrobatics checks, Crafting checks, and Performance checks. If you're untrained in any of these skills, your proficiency bonus is equal to your level instead of +0. You also gain the listed status bonus to your Speed.
Drawback You take a –1 penalty to Perception checks and Will saves. After any round where you don't spend at least 1 action to Interact with an object, Perform, Step, or Stride, you're flat-footed until the start of your next turn.
The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute.
Main Item: Theatrical MutagenTreasure Vault, page 61.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Category Consumable
This carved chunk of amber contains a single tuft of gray feathers, which spark with electricity to create an odd jittery sensation in anyone holding the amber for long. When used as part of a shocking grasp spell, thunderbird tuft funnels electricity back into the spellcaster in a defensive nimbus. For 1 round, any creature that touches you or that hits you with a melee unarmed attack or non-reach melee weapon attack takes 1d4 electricity damage, or 1d6 electricity damage if the creature is using a metal weapon.
Main Item: Thunderbird TuftSecrets of Magic, page 169.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a DC 17 Fortitude saving throw with the listed DC or be deafened until the end of its next turn.
Main Item: ThunderstoneCore Rulebook, page 546.
Item 3
Price 55 gp
Usage held in 1 hand; Bulk 1
Category Held
This brass censer dangles on a length of chain.
Most thuribles of revelation are adorned with swirling Celestial text, though some are iron and feature Infernal or Abyssal text.
Core Rulebook, page 575.
Item 5
Price 130 gp
Bulk L
Category Grimoire
This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes.
The creature gains 1d8 temporary Hit Points.
Main Item: Tome of Restorative CleansingTreasure Vault, page 113.
Item 3
Price 12 gp
Usage held in 1 hand; Bulk L
Category Consumable
Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun's type, then disintegrates into sand.
Critical Success The target takes double damage and is knocked back 10 feet.Success The target takes full damage and is knocked back 5 feet.The damage is 2d6.
Main Item: Torrent SpellgunTreasure Vault, page 98.
Item 5
Price 150 gp
Usage worn amulet
Category Worn Item
This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested.
If you can read the language in which the name is written, that creature always takes the effects of invoke true name against your spells (with a spell level equal to half the item's level, rounded up). In addition, when the creature uses any magical effect against you, you can immediately attempt to counteract it using Arcana, Nature, Occult, or Religion for the counteract check and the true name amulet's level to determine the counteract level.
Legendary amulets bearing the true names of creatures of level 21+ may exist.
Main Item: True Name AmuletSecrets of Magic, page 247.
Item 6
Price 235 gp
Usage held in 1 hand; Bulk L
Category Held
This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars in a night sky. The lantern uses oil as a standard hooded lantern, except that any light the lantern emits is converted into magical light similar to moonlight. This magical moonlight is always dim light.
The light can have a minimum radius of 5 feet and a maximum radius equal to double the light's standard radius.
Strength of Thousands #4: Secrets of the Temple-City, page 76.
Item 5
Price 30 gp
Usage held in one hand; Bulk L
Activate envision
Category Consumable
Blood offered from a willing donor was taken directly from the vein and stored in an ornate vial that keeps it as pure and red as the day it was extracted. When this catalyst is added to a vampiric touch spell of up to 4th level, instead of gaining temporary Hit Points based on the damage dealt, you recover half of the damage dealt as Hit Points.
Main Item: Unsullied BloodLOIL, page 177.
Item 3
Price 12 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.
The duration is 24 hours.
Main Item: VaccineLOL, page 71.
Item 3
Price 12 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.
The duration is 24 hours.
Main Item: VaccineTreasure Vault, page 61.
Item 3
Price 8 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Consumable
This specialized cream serves as a repellent to stave off insects.
The repellent also binds with a number of common insect venoms, dulling the potency and giving the wearer's immune system a boost to resist venoms. Once applied to your skin, the repellent grants you a +1 item bonus to Fortitude saving throws against poisons for 4 hours. In addition, any arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals) must attempt a DC 17 Will save when attempting to attack you with a melee Strike, or with a swarm attack such as the spider swarm's swarming bites. The arthropod then becomes temporarily immune for 1 minute.
Critical Success The creature can act normally.Success The creature is frightened 1.Failure The creature is frightened 2.Critical Failure The creature is frightened 2 and fleeing. Main Item: Vermin Repellent AgentLOPSG, page 101.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
This flask contains a fine red powder made from toxic berries. A vexing vapor bomb deals the listed mental damage and mental splash damage. On a hit, the target must succeed at a DC 5 flat check before taking actions with the concentrate trait. This lasts until the end of its next turn (1 minute on a critical hit).
Main Item: Vexing VaporLOTGB, page 27.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding.
Benefit Choose one melee weapon you're holding in one or both hands. You gain the listed item bonus to your attack rolls with this weapon and to Will saves against fear effects. Any attempt to Disarm or otherwise remove the weapon from your hands must exceed the listed DC based on the type of war blood mutagen or the attempt fails.
Drawback You can't voluntarily remove the weapon unless you succeed at an Athletics check at the listed DC, which ends the war blood mutagen's effects; this check takes a single action. If you perform an action with the concentrate trait, you must succeed at a DC 5 flat check or the action is lost.
The item bonus is +1, the DC to remove the weapon is 25, and the duration is 1 minute.
Main Item: War Blood MutagenOoA1, page 77.
Item 3
Price 50 gp
Usage held in 1 hand; Bulk L
Category Held
This large stone eye is the size of a fist and decorated with elaborate carvings of robes and other garments.
After the activation, you gain the effects of illusory disguise, except that it only causes you to appear to be wearing the exact outfit you selected within the mindscape. The illusion also disguises the wardrobe stone to match your outfit and not appear out of place, such as by appearing to be a glove or bracelet, though it continues to occupy your hand while you're under the effects of illusory disguise.
You can actively Dismiss the Spell, but the effects are also dismissed immediately when you're no longer holding the wardrobe stone.
LOTGB, page 51.
Item 5
Price 20 gp
Ammunition any
Category Consumable
The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it.
It's a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon.
The attack functions appropriately for a +1 striking weapon.
Main Item: Weapon ShotTreasure Vault, page 83.
Item 4
Price 15 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This elixir warms your core and improves your circulation. For 24 hours, you are protected from the effects of severe cold.
Main Item: Winter Wolf ElixirCore Rulebook, page 550.
Item 7
Price 305 gp
Usage held in one hand; Bulk 1
Category Held
This magically reinforced wooden shield is made by skilled Treikril mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it.
This shield has Hardness 8, Hit Points 64, and Broken Threshold 32.
Main Item: Wovenwood ShieldLOTGB, page 81.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a +5 status bonus to your Speed for 1 minute.
Main Item: Zifes's ElixirCore Rulebook, page 547.