60 items, from Labrun to Lesser Cold Comfort.
Labrun · Ladder (10-foot) · Ladder Feather Token · Lady's Blessing Oil · Lady's Chalice · Lady's Knife · Lady's Spiral · Laisastuth's Mask · Lamellar Breastplate · Lance · Lancer · Lantern · Lantern Of Empty Light · Large Bore Modifications · Lattice Armor · Laurel of the Giatustaem · Lavender And Green Ellipsoid Aeon Stone · Leadenleg · Leaf Weave · Leash · Leather · Leather Lamellar · Legerdemain Handkerchief · Leiomano · Lensatic Compass · Leopard's Armor · Lesser Ablative Armor Plating · Lesser Ablative Shield Plating · Lesser Acid Flask · Lesser Addiction Suppressant · Lesser Addiction Suppressant · Lesser Aether Marbles · Lesser Alchemical Chart · Lesser Alchemist's Fire · Lesser Alignment Ampoule · Lesser Animal Repellent · Lesser Antidote · Lesser Antiplague · Lesser Applereed Mutagen · Lesser Armory Bracelet · Lesser Bane Ammunition · Lesser Bestial Mutagen · Lesser Black Tendril Shot · Lesser Blast Boots · Lesser Blight Bomb · Lesser Blister Ammunition · Lesser Blood Booster · Lesser Bloodhound Mask · Lesser Bomber's Eye Elixir · Lesser Bottled Lightning · Lesser Bottled Sunlight · Lesser Bravo's Brew · Lesser Camouflage Dye · Lesser Camp Shroud · Lesser Choker-Arm Mutagen · Lesser Chromatic Jellyfish Oil · Lesser Clarity Goggles · Lesser Cloister Robe · Lesser Cognitive Mutagen · Lesser Cold Comfort
Item 23
Usage held in 1 hand; Bulk 1
Category Artifact
Perception +28
Communication empathy (partner only)
Skills Laisouvis Lore +29, Religion +26, Zamoulel Lore +29
Int +2, Wis +1, Cha +2
Will +30
The legendary blade Labrun is said to have been forged by Laisouvis, goddess of honor, justice, and valor. She is an intelligent +4 major striking holy bastard sword. Although the sword is made of steel, Labrun is also treated as cold iron and silver, allowing her to deal more damage to certain supernatural creatures. She glows as bright as a torch, but you or Labrun can suppress or resume this glow as a single action, which has the concentrate trait. In addition, Strikes with Labrun deal an additional 2d6 damage against creatures that are worshippers of Zamoulel, and while wielding Labrun, you constantly benefit from death ward and freedom of movement spells that function only against effects created by followers of Zamoulel.
Labrun was forged as a bastard sword, and she reverts to this shape when no one wields her, but she can also detect what sort of blade her current wielder prefers and transform into it (choosing from dagger, shortsword, longsword, scimitar, falchion, greatsword, rapier, or bastard sword) using an action, which she does when first held. The wielder can empathically tell Labrun to transform at any time by using a single action, which has the concentrate trait, after which Labrun uses an action to transform.
Labrun is willing to work with a partner of almost any alignment as long as they are dedicated to defeating the great wyrm Reger and the forces of Zamoulel. If you ignore those threats and pursue your own agenda instead, before long Labrun attempts to seize control of your body (DC 45 Will save to resist her control), though she typically remains in control for only long enough to find a more worthy partner. You can attempt a new Will save each day to retake control of your body.
Destruction If Reger or a great wyrm shadow dragon who is a worshipper of Zamoulel uses its breath weapon on Labrun while she is unattended, the sword melts into a pool of mundane iron.
Gamemastery Guide, page 112.
Item
Price 3 cp
Bulk 3
Hands 2
Category Adventuring Gear
No entries found.
Core Rulebook, page 288.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk —
Activate Interact
Category Consumable
Each feather token appears to be a simple feather from some exotic bird. The feather's shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description.
When activated, this feather transforms permanently into a 20-foot-long wooden ladder.
Main Item: Feather TokenCore Rulebook, page 570. Reprinted in BB.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Administer First Aid
Category Plant
Lady's blessing oil is favored by Grobreiin healers who ease the transitions of life. You can Activate the item as part of the same activity you use to Administer First Aid to stabilize a creature. If you use lady's blessing oil, the DC of the check to Administer First Aid is reduced to the creature's recovery roll DC, rather than 5 + the recovery roll DC. However, if you roll a failure on the check, you get a critical failure instead.
LOTG, page 101.
Item 3
Price 60 gp
Usage held in 1 hand; Bulk L
Category Held
This silver chalice bears the symbol of Grobreil, a swirling cloud that transforms into a flight of whippoorwills that encircle the top. The chalice can be activated in one of two ways, though only once per day total.
Book of the Dead, page 200.
Item 6
Price 200 gp
Usage held in 1 hand; Bulk L
Category Held
This +1 striking returning dagger has an elaborate, gemmed handle and can be worn strapped to the inside of a wrist or tucked within a decorative bodice. Despite the name, which stems from the dagger's historical basis in Ziatroubax as a lady's favor, this dagger is common among wielders of all genders and has become quite fashionable in Shoumeistai of late, with most nobles who carry them matching their evening finery to the gems on the hilt.
LOTGB, page 110.
Item 7
Price 360 gp
Usage held in 1 hand; Bulk 1
Category Held
This +1 disrupting striking whip has a single strip of anointed leather wrapped around its hilt in a spiral pattern. The handle of the whip ends in an oak spike that has been sanctified with ashes from Grobreil's Vreitaistian. If the spike is used to stake a vampire that's vulnerable to being staked, the vampire is immediately destroyed, without having to sever its head and anoint it with holy water. If the whip is buried with a creature, that creature can't rise as an undead as long as the whip remains by its side.
Book of the Dead, page 19.
Item 16
Price 9,500 gp
Usage worn mask; Bulk L
Category Worn Item
The crime lord Laisastuth almost always appears with this special mask, crafted with a piece of his soul. It has two forms.
In its first form, the mask depicts a silvery and angelic face; while wearing the mask in this form, your alignment appears as lawful good to creatures attempting to detect your alignment. In its second form, the mask depicts a gold-skinned demonic face; while wearing the mask in this form, your alignment appears as chaotic evil to creatures attempting to detect your alignment.
If you die while wearing the mask, a fragment of your soul is trapped in the mask, forming a life link. If there was already a soul fragment in the mask when this happens, you roll a Will save against the Will DC of the person who left the previous fragment. If you succeed, your soul fragment replaces the old one. On a failure, you die normally.
If the mask is in its demonic form, you can target only good and neutral creatures.
AoE5, page 77.
Item
Price 7 gp
Bulk 2
AC Bonus +4; Dex Cap +1
Strength 16; Check Penalty –-2; Speed Penalty –5 ft.
Category Medium Armor; Group Composite
Slats of lacquered steel or other metal held together with cord, whether leather or silk, make up most lamellar breastplates. The lacquering prevents the metal from corroding.
Treasure Vault, page 9.
Item
Price 1 gp
Bulk 2
Damage 1d8 piercing
Hands 2
Category Martial Melee Weapon; Group Spear
This spear-like weapon is used by a mounted creature to deal a great deal of damage.
Core Rulebook, page 280.
Item 1
Price 8 gp
Bulk 2
Hands 2
Category Martial Ranged Weapon
This lance has a heavy grip with two parallel crossbow fixtures built into it, making it a useful weapon for combats who prefer to keep their distance at all times.
Treasure Vault, page 31.
Item
Category Adventuring Gear
A lantern sheds bright light and requires 1 pint of oil to function for 6 hours.
Type Bull's Eye; Price 1 gp; Bulk 1
A bull's-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet).
Type Hooded; Price 7 sp; Bulk L
A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an Interact action.
Core Rulebook, page 288.
Item 6
Price 240 gp
Usage held in 1 hand; Bulk 1
Category Held
It's said that the pale blue light of this eldritch lantern shines from another dimension or even is linked, somehow, to the glow of a ghost when it is consumed by the Outer Goddess Vaethiak. A lantern of empty light is not intrinsically an evil item, though it remains a favored tool of those who would manipulate the minds of others for sinister reasons. It can be used as a normal bull's-eye lantern, but prolonged use tends to instill in the user a vague sense of being watched by unseen eyes.
AV1, page 78.
Item 5
Price 120 gp
Usage attached
Category Weapon Customization
These modifications include a heavier stock and larger replacement barrel designed to increase the stopping power of firearms. Large bore modifications can only be applied to firearms with the kickback or scatter traits, and attaching large bore modifications takes 1 hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires.
When you attach large bore modifications to a kickback weapon, the circumstance bonus to damage granted by the kickback trait increases from 1 to 2 additional damage and the Strength requirement to fire the weapon without penalty increases to 18.
When you attach large bore modifications to a weapon with the scatter trait, the radius of the scatter effect increases by 5 feet, but the weapon imposes a –2 penalty on attack rolls if the wielder's Strength score is less than 14. If the weapon has both the kickback and scatter traits, apply both sets of modifications with the Strength requirement raised to 18 to avoid penalties when firing.
Guns & Gears, page 183.
Item
Price 9 gp
Bulk 2
AC Bonus +4; Dex Cap +1
Strength 16; Check Penalty –-2; Speed Penalty –5 ft.
Category Medium Armor; Group Chain
Fine metal cables woven into latticework patterns form this armor. This armor disperses blows much like rings of chain mail, but is much tighter in construction, making it quieter.
Treasure Vault, page 9.
Item 20
Price 70,000 gp
Usage worn cap; Bulk —
Category Apex
This silvery, woven ring of leaves sits on top of the head. While wearing it, when you roll Perception for initiative, you can roll twice and take the higher result. This is a fortune effect. Whenever you spend at least 1 minute talking with a living creature, you automatically become aware of its attitude toward you. When you invest the laurel, you either increase your Wisdom score by 2 or increase it to 18, whichever is higher.
Treasure Vault, page 103.
Item 19
Price 30,000 gp
Usage worn; Bulk —
Category Worn Item
Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.
When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body.
You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again.
There are various types of aeon stones, each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder.
This functions as a pale lavender ellipsoid aeon stone, but it casts an 8th-level dispel magic spell with a counteract modifier of +31.
The resonant power allows you to cast detect magic and read aura as arcane innate spells at will.
Main Item: Aeon StoneCore Rulebook, page 604. Expanded in LOPSG, LOWG.
Item 4
Price 15 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
Once injected, this synthetic toxin sinks into the extremities, numbing them nearly to paralysis.
Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and –5-foot status penalty to all Speeds (1 round); Stage 2 2d6 poison damage and –10-foot status penalty to all Speeds (1 round); Stage 3 2d6 poison damage and –20-foot status penalty to all Speeds (1 round)
Advanced Player’s Guide, page 254.
Item
Price 4 gp
Bulk 1
AC Bonus +1; Dex Cap +4
Strength 10; Check Penalty –-1; Speed Penalty —
Category Light Armor; Group Wood
Specialized crafters, often elves, create leaf weave out of sturdy leaves from ancient or magically enriched trees. Such leaves, when treated properly, have the strength of leather, and other tough plant materials hold the leaves together to form the armor. Such suits are popular among those who wish to avoid materials taken from slain beasts. As a material, leaf weave has the same statistics as thin wood.
Treasure Vault, page 9.
Item 0
Price 1 sp
Category Animal Caretaking Adventuring Gear
No entries found.
LOTG, page 103.
Item
Price 2 gp
Bulk 1
AC Bonus +1; Dex Cap +4
Strength 10; Check Penalty –1; Speed Penalty —
Category Light Armor; Group Leather
A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.
Core Rulebook, page 275.
Item
Price 3 gp
Bulk 1
AC Bonus +1; Dex Cap +4
Strength 10; Check Penalty –-1; Speed Penalty —
Category Light Armor; Group Composite
Leather lamellar is a composite armor made of small rectangular pieces of lacquered leather laced together with high‑quality cord. It's typically worn with an undershirt.
Treasure Vault, page 9.
Item 2
Price 25 gp
Usage held in 1 hand; Bulk —
Category Held
This frilled, silvery-gray handkerchief is a stylish tool for personal hygiene by all appearances, but it can be used to covertly make very small items vanish.
This activation can't be used on an attended item unless the creature with that item allows it. Placing the handkerchief over an item typically takes an Interact action.
Treasure Vault, page 115.
Item
Access If the player character come from a region in Moutriavriam, this weapon is common
Price 2 gp
Bulk 1
Damage 1d6 bludgeoning
Hands 1
Category Martial Melee Weapon; Group Club
This thick club is inset with sharp teeth, typically from a shark, that easily tear flesh. It is the preferred weapon of many Khudraelal warriors.
Treasure Vault, page 25. Originally in FRP2.
Item 3
Price 20 gp
Bulk —
Hands 1
Category Adventuring Gear
A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item).
A lensatic compass gives you a +1 item bonus to these checks.
Main Item: CompassCore Rulebook, page 288.
Item 9
Price 700 gp
Usage worn armor; Bulk 2
Category Armor
Made of cobalt-colored steel rings that flow down the entire length of the garment, this +1 resilient chain mail includes an armored face covering. The armor is said to be based on the same armor once worn by Azure Leopard, one of Seboufalais Maetrund's magic warriors.
This lasts for 1 hour, but you can Activate the armor again to revert it back to its original form.
Item 1
Price 4 gp
Usage attached
Category Consumable
Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement.
The process of attaching the plating takes 10 minutes and grants the wearer of the armor 5 temporary Hit Points that last for 1 minute or until lost. Removing the plating early destroys it.
Main Item: Ablative Armor PlatingGuns & Gears, page 66.
Item 1
Price 4 gp
Usage attached
Category Consumable
Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can't attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes.
When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield 5 temporary Hit Points that last for 1 minute or until lost. Removing the plating early destroys it.
Main Item: Ablative Shield PlatingGuns & Gears, page 67.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
This flask filled with corrosive acid deals 1 acid damage, 1d6 persistent acid damage and 1 acid splash damage.
Main Item: Acid FlaskCore Rulebook, page 544.
Item 1
Price 2 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain a +1 item bonus against the ongoing save against the drug's addiction.
Main Item: Addiction SuppressantLOL, page 72.
Item 1
Price 2 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant.
For every drug, a specific suppressant must be crafted—no generalized addiction suppressant yet exists. In order to create an addiction suppressant, you must begin with a dose of the drug to be suppressed, then use alchemical reagents to generate an elixir that can be used to fight that drug's addiction. An addiction suppressant must be a higher level than the drug it is meant to suppress in order to work.
You gain a +1 item bonus.
Main Item: Addiction SuppressantTreasure Vault, page 58.
Item 4
Price 19 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force damage and force splash damage. Many aether marbles grant an item bonus to attack rolls.
Surfaces in the splash area are filled with twisting eddies of force, which are difficult terrain for incorporeal creatures but not for corporeal ones. The force eddies in a square disperse after an incorporeal creature enters the square.
You gain a +1 item bonus to attack rolls. The bomb deals 2d6 force damage and 2 force splash damage.
Main Item: Aether MarblesItem 4
Price 100 gp
Usage held in 1 hand; Bulk L
Category Held
This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using Quick Alchemy, the items you create of the listed level remain potent for 1 additional round.
The chart works for Quick Alchemy items of level 4 or lower.
Main Item: Alchemical ChartTreasure Vault, page 62.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Alchemist's fire is a combination of volatile liquids that ignite when exposed to air.
The bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Main Item: Alchemist's FireCore Rulebook, page 545.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Category Bomb
This glass sphere is divided into four quarters, each of which contains a different material aligned with good, evil, chaos, or law, such as shavings from a holy relic or dried flowers that grew near a planar rift to the Abyss. When lesser alignment ampoule strikes a creature with a weakness to good, evil, chaos, or law, it deals 1 damage and 1 splash damage, which matches the creature's highest weakness. This damage is always based on the weaknesses of the initial target of the attack.
If a creature has multiple eligible weaknesses, randomly determine the damage type. An alignment ampoule has no effect against creatures that don't have a weakness to the ampoule's associated alignment types.
Main Item: Alignment AmpouleLOPSG, page 39.
Item 4
Price 15 gp
Usage held in 1 hand; Bulk L
Activate 1 minute Interact
Category Consumable
Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind.
You Activate animal repellent by sprinkling it on yourself or a creature within reach, or by spreading it on a surface in an area up to 10 feet square. The repellent lasts for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). The designated kind of animal can smell the repellent from three times as far away as normal.
The designated kind of creature typically avoids the coated creature or area, which smells foul and feels unnerving to it. If in combat or otherwise distressed, the creature can approach within 20 feet of the affected creature or area only if it succeeds at a Will save with a DC determined by the type of animal repellent. Once it succeeds at this save, the animal is temporarily immune for 1 minute. If the animal attacks in a way that causes it to taste or ingest the repellent, it must succeed at a Fortitude save at the listed DC or become sickened 1 (or sickened 2 on a critical failure).
The DC for saves is 18.
Main Item: Animal RepellentTreasure Vault, page 52.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
An antidote protects you against toxins. Upon drinking an antidote, you gain a +2 item bonus to Fortitude saving throws against poisons for 6 hours.
Main Item: AntidoteCore Rulebook, page 546.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Antiplague can fortify the body's defenses against diseases.
Upon drinking an antiplague, you gain a +2 item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression.
Main Item: AntiplagueCore Rulebook, page 546.
Item 4
Price 20 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This gummy liquid disproportionately lengthens your legs, causing you to grow but making your movement awkward. The effect is very noticeable unless your clothes can adequately conceal it.
Benefit You gain a +2 item bonus to Athletics checks and you gain +10 feet status bonus to your Speed. In addition, you grow one size larger, but your larger size does not have any additional effects beyond the potential change in space.
Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves.
The duration is 1 minute.
Main Item: Applereed MutagenLOL, page 86.
Item 5
Price 150 gp
Usage worn; Bulk —
Category Worn Item
Several small charms shaped like weapons hang from an armory bracelet, which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms.
The weapon reverts to a +1 weapon instead of a normal weapon.
Main Item: Armory BraceletTreasure Vault, page 153.
Item 1
Price 3 gp
Ammunition any
Activate Interact
Category Poison
Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature—aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes persistent poison damage in addition to the damage the attack normally deals.
The ammunition deals 1d4 persistent poison damage.
Main Item: Bane AmmunitionTreasure Vault, page 42.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy.
Benefit You gain a +1 item bonus to Athletics checks and unarmed attack rolls. You gain a claw unarmed attack that deals 1d4 slashing damage and has the agile trait and a jaws unarmed attack that deals 1d6 piercing damage. The duration is 1 minute.
Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves.
Main Item: Bestial MutagenCore Rulebook, page 546.
Item 7
Price 60 gp
Ammunition any
Activate command
Category Consumable
A glistening, tar‑like substance that's displeasing to the touch coats a black tendril shot. When the activated ammunition hits a target, it exudes tendrils that encase the target, which must attempt a Fortitude saving throw. The ammunition's effects last until the target Escapes. DCs for the saving throw and Escape vary by type.
Critical Success The target is slowed 1 but gains a +2 circumstance bonus to Escape the ammunition's effect.Success The target is slowed 1.Failure The target is slowed 2 and deafened.Critical Failure The target is slowed 2, blinded, and deafened.Both DCs are 25.
Main Item: Black Tendril ShotTreasure Vault, page 80.
Item 1
Price 3 gp
Usage worn (attached to footwear or feet); Bulk L
Activate Interact
Category Consumable
These sets of rockets come in pairs and strap onto existing footwear (or a creature's feet). Inserting them and aligning them properly takes 1 minute. When you Activate the blast boots, you can High Jump or Long Jump, without the need to Stride first.
Main Item: Blast BootsGuns & Gears, page 67.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Blight bombs contain volatile toxic chemicals that rot flesh. A lesser blight bomb deals 1d6 persistent poison damage and 1 poison splash damage.
Main Item: Blight BombAdvanced Player’s Guide, page 252.
Item 5
Price 21 gp
Ammunition any
Activate Interact
Category Poison
Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is dazzled for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single Interact action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 Interact actions scratching and sneezing. These Interact actions don't need to be consecutive.
The maximum duration is 3 rounds, and the Fortitude DC is 19.
Main Item: Blister AmmunitionTreasure Vault, page 42.
Item 3
Price 9 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This elixir bolsters your body's natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the listed resistance to persistent bleed and persistent poison damage, and you lower the DC for any flat checks to end persistent bleed or persistent poison damage as if you received particularly appropriate aid.
At the GM's discretion, blood booster elixirs can also automatically counteract non-magical effects that specifically rely on thinning the drinker's blood, such as a skull peeler's (Bestiary 3 243) anticoagulant.
The resistance is 5.
Main Item: Blood BoosterTreasure Vault, page 59.
Item 2
Price 6 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
This wide, single-use mask is designed to be slipped over your mouth and nose and its alchemical filter activated all with one hand. Once activated, the mask sharpens odors, giving you imprecise scent with the listed range. You can't wear other masks while you're wearing a bloodhound mask.
When you use Survival to Track a creature by its scent, your proficiency bonus is equal to your level even if you're untrained, and the mask grants you the listed item bonus to your Survival check. The GM sets the Survival DC based on the area's ability to hold scent rather than on visual clues, as normal for using scent.
The range is 15 feet, the item bonus is +1, and the duration is 10 minutes.
Main Item: Bloodhound MaskAdvanced Player’s Guide, page 254.
Item 4
Price 14 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb Strikes reduce the circumstance bonus to AC your targets gain from cover by 1.
Main Item: Bomber's Eye ElixirCore Rulebook, page 547.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Bottled lightning is packed with volatile reagents that create a blast of electricity when they are exposed to air. The bomb deals 1d6 electricity damage and 1 electricity splash damage. On a hit, the target becomes flat-footed until the start of your next turn.
Main Item: Bottled LightningCore Rulebook, page 545.
Item 2
Price 7 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Bomb
This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet). During this hour, it can be thrown like a bomb. This requires a single action to Activate with a Strike, like other bombs, and deals the damage below. If it's not thrown within an hour of the first activation, it defuses harmlessly and is consumed.
The bomb deals 1d4 positive damage and 1 positive splash damage, as well as 1d4 additional fire damage. As normal, positive damage harms only undead and other creatures with negative healing. Undead with a particular vulnerability to sunlight (such as vampires or wraiths) take the maximum amount of positive damage from bottled sunlight (4 instead of 1d4). For any ability that depends on the number of weapon dice bottled sunlight has, count only the positive damage dice.
Main Item: Bottled SunlightBook of the Dead, page 18.
Item 2
Price 7 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain a +1 item bonus to Will saves, or +2 when attempting Will saves against fear.
Main Item: Bravo's BrewCore Rulebook, page 547.
Item 3
Price 10 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Camouflage dye uses a variety of alchemically treated paints and crushed crystals to make the user particularly hard to distinguish from their surroundings. When you Activate the dye by sprinkling it on yourself or a creature within reach, the target and its clothing change colors, blending into their surroundings until the target makes a sudden movement.
The target can Hide or Sneak without cover or concealment for 10 minutes. If the target uses a hostile action or moves at more than half its Speed, after that action is completed, the effects of camouflage powder end and the creature ceases to be hidden or undetected.
Main Item: Camouflage DyeTreasure Vault, page 52.
Item 7
Access Kaetiarn have access to this item.
Price 65 gp
Usage held in 1 hand; Bulk —
Activate Interact
Category Consumable
Knights make use of this magically treated powder to help hide their camps while traveling through the Staemorn or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen.
A creature outside the area that uses the Seek action or Search activity to examine the area or look for smoke and light coming from that direction can attempt a DC 18 Perception check to disbelieve the illusion.
The mist enshrouds a 15-foot emanation, and the DC is 23.
Main Item: Camp ShroudLOKL, page 89.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the listed item bonus to Acrobatics checks to Escape, Squeeze, and Tumble Through, and you increase your reach by the listed amount.
Drawback You take a –1 penalty to Athletics checks, Stealth checks, Thievery checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage.
The bonus is +1, your reach increases by 5 feet, and the duration is 1 minute.
Main Item: Choker-Arm MutagenTreasure Vault, page 59.
Item 9
Price 120 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil's type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to Squeeze, and you can move 5 feet per round when you successfully Squeeze (or 10 feet per round on a critical success). You can also Crawl at half your Speed.
The oil grants resistance 5.
Main Item: Chromatic Jellyfish OilTreasure Vault, page 59.
Item 8
Price 425 gp
Usage worn eyepiece; Bulk —
Category Worn Item
Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture of them. While wearing the goggles, you gain a +1 item bonus to visual Perception checks.
Treasure Vault, page 146.
Item 9
Price 600 gp
Usage worn garment; Bulk 1
Category Worn Item
The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the complexity of its construction fit the deity's outlook. The robe serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit.
The robe is +1 resilient explorer's clothing and grants a +1 item bonus to Religion checks. The robe doesn't grant any benefits to a wearer who doesn't worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity's domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe's level.
Craft Requirements You are a cleric who worships the deity tied to the robe.
Main Item: Cloister RobeTreasure Vault, page 148.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your mind becomes clear and cognition flows freely, but physical matters seem ephemeral.
Benefit You gain a +1 item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge for 1 minute. Your critical failures on Recall Knowledge checks become failures instead.
Drawback You take a –2 penalty to weapon and unarmed attack rolls, Athletics checks, and Acrobatics checks. You can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is reduced by 4.
Main Item: Cognitive MutagenCore Rulebook, page 547.
Item 7
Price 70 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
The contraption called cold comfort is a watertight pouch filled with a handful of small, heavy, silvery pellets. When emptied into an adjacent body of water, the pellets freeze the water's surface almost instantly, creating an ice block in a 10-foot square to a depth of 1 foot which lasts for 1 hour or until broken. Any creatures inside this space must attempt a DC 23 Reflex save. On a failure, the creature takes 2d6 cold damage and is immobilized for 1 minute or until it Escapes (DC 20) or the ice is broken. The entire ice block has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. The ice is strong enough to support one Large creature or up to four Medium or Small creatures. Traversing the slippery ice requires a successful DC 20 Acrobatics check to Balance.
Main Item: Cold ComfortLOTGB, page 18.