60 items, from Major Staff of Conjuration to Mana-Rattler Liniment.
Major Staff of Conjuration · Major Staff of Divination · Major Staff of Earth · Major Staff of Enchantment · Major Staff of Evocation · Major Staff of Final Rest · Major Staff of Fire · Major Staff of Healing · Major Staff of Illusion · Major Staff of Impossible Visions · Major Staff of Nature's Cunning · Major Staff of Nature's Vengeance · Major Staff of Necromancy · Major Staff of Providence · Major Staff of the Desert Winds · Major Staff of the Dreamlands · Major Staff of Transmutation · Major Staff of Water · Major Staff-Storing Shield · Major Stalk Goggles · Major Stampede Medallion · Major Stanching · Major Star Grenade · Major Stouseisu's Recourse · Major Striking · Major Sturdy Shield · Major Sulfur Bomb · Major Swallow-Spike · Major Swapping Stone Bonmuan Swapping Stone · Major Tanglefoot Bag · Major Tentacle Cannon · Major Theatrical Mutagen · Major Thunderbird Tuft · Major Thunderstone · Major Toadskin Salve · Major Tooth and Claw Tattoo · Major Torrent Spellgun · Major Trickster's Mandolin · Major Trinity Geode · Major True Name Amulet · Major Twilight Lantern · Major Universal Solvent · Major Unmemorable Mantle · Major Unsullied Blood · Major Vaccine · Major Vermin Repellent Agent · Major Vexing Vapor · Major Vigilant Eye · Major War Blood Mutagen · Major Weapon Shot · Major Wildwood Ink · Major Wovenwood Shield · Major Wyrm Claw · Major Wyrm on the Wing · Major Zombie Staff · Majordomo Torc · Malleable Mixture · Malyass Root Paste · Mambele · Mana-Rattler Liniment
Item 14
Price 4,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
This ash staff is decorated with animals; wielding it, you gain a +2 circumstance bonus to checks to identify conjuration magic.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of ConjurationCore Rulebook, page 593.
Item 14
Price 4,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
Semiprecious gemstones emerge, seemingly at random, from the surface of this gnarled wooden staff. While wielding it, you gain a +2 circumstance bonus to checks to identify divination magic.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of DivinationCore Rulebook, page 593.
Item 12
Price 1,800 gp
Usage held in 1 hand; Bulk 1
Category Staff
Geometric patterns are etched into the smooth brown and gray surface of a staff of earth, which makes a solid thud whenever tapped against the ground. While wielding a staff of earth, you gain a +1 circumstance bonus to your Fortitude saves and DC against effects that Shove you or knock you prone.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of EarthTreasure Vault, page 135.
Item 14
Price 4,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
A mesmerizing gemstone caps the head of this handsomely crafted wooden staff. While wielding the staff, you gain a +2 circumstance bonus to checks to identify enchantment magic.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of EnchantmentCore Rulebook, page 593.
Item 14
Price 4,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
This staff is tapered at the base and carved into a gemstudded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to checks to identify evocation magic.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of EvocationCore Rulebook, page 593.
Item 16
Price 9,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Sitreiku, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the versatile P trait and functions as a wooden stake, allowing you to use it to stake vampires, and your Strikes with the staff gain a +1 circumstance bonus to damage rolls against undead.
The circumstance bonus to damage rolls is +3.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of Final RestLOTGB, page 30.
Item 12
Price 1,800 gp
Usage held in 1 hand; Bulk 1
Category Staff
This staff resembles a blackened and burned length of ashen wood. It smells faintly of soot and glows as if lit by embers.
You can use an Interact action to touch the tip of this staff to a torch, tinder, or a flammable substance to ignite a flame.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of FireCore Rulebook, page 594.
Item 12
Price 1,800 gp
Usage held in 1 hand; Bulk 1
Category Staff
Made of smooth, white wood, this staff is capped at each end with a golden cross adorned with a multitude of ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or using charges from the staff.
The item bonus granted to heal spells is +3.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of HealingCore Rulebook, page 594.
Item 14
Price 4,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
This ornately designed metal staff shines with precious inlays of gold. When you Cast a Spell from the staff, the illusory image of something you desire flashes across its surface.
While wielding the staff, you gain a +2 circumstance bonus to checks to identify illusion magic.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of IllusionCore Rulebook, page 594.
Item 16
Price 10,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes, using your normal visual senses (including any benefits of spells affecting your vision, like see invisibility). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners.
The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff Of Impossible VisionsAdvanced Player’s Guide, page 263.
Item 15
Price 6,500 gp
Usage held in 1 hand; Bulk 1
Category Staff
Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff Of Nature's CunningSecrets of Magic, page 167.
Item 18
Price 24,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
This stout staff is made from gnarled hawthorn. When used as a weapon, a staff of nature's vengeance permanently has the effects of shillelagh.
Craft Requirements Supply one casting of all listed levels of all listed spells, plus one casting of shillelagh.
Main Item: Staff Of Nature's VengeanceAdvanced Player’s Guide, page 263.
Item 14
Price 4,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
This twisted and grim-looking staff is adorned with hideous skull and bone motifs. While wielding the staff, you gain a +2 circumstance bonus to checks to identify necromancy magic.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of NecromancyCore Rulebook, page 594.
Item 14
Price 4,100 gp
Usage held in 1 hand; Bulk 1
Category Staff
A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus on Survival checks to Sense Direction or Subsist, and to Religion checks to Recall Knowledge.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff Of ProvidenceAdvanced Player’s Guide, page 264.
Item 16
Price 10,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. When wielding this staff in deserts, you gain a +1 circumstance bonus to Survival checks to Subsist, Track, and Cover Tracks.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff Of The Desert WindsSecrets of Magic, page 190.
Item 18
Price 24,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
The carved night hag's hand at the end of this sandalwood staff clutches a rough gem. The staff of the Dreamlands makes it easier to navigate and survive in the Dreamlands and recognize its denizens. When wielding the staff, you gain a +1 circumstance bonus to Survival checks while in the Dreamlands and to checks to Recall Knowledge about creatures with the dream trait.
Craft Requirements Supply one casting of all listed levels of all listed spells. Whether one chooses to wander off the beaten path or accidentally turns too soon from the main thoroughfare, the Grand Bazaar's nooks, crannies, and winding lanes all hold vendors eager to catch the attention of any passersby. The following are but a small sample of the countless shops a visitor may encounter at the Grand Bazaar.
Main Item: Staff Of The DreamlandsLOTGB, page 111.
Item 14
Price 4,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
A glass orb atop this metal staff contains fine, undulating sand.
While wielding the staff, you gain a +2 circumstance bonus to checks to identify transmutation magic.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of TransmutationCore Rulebook, page 595.
Item 12
Price 1,800 gp
Usage held in 1 hand; Bulk 1
Category Staff
A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water, you have resistance 2 to fire.
The resistance is 10.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of WaterTreasure Vault, page 135.
Item 15
Price 5,500 gp
Usage held in 1 hand; Bulk 1
AC Bonus +2; Hardness 12; HP 72; BT 36
Speed Penalty —
Category Held
This magically reinforced wooden shield normally has a blank face. It can absorb a staff and transform between a shield and staff. When you prepare a staff, you can hold it up to the shield, at which point the items will merge, and the shield's face becomes an image corresponding to the type of magic, such as a skull for a staff of necromancy.
Secrets of Magic, page 190.
Item 8
Price 450 gp
Usage worn eyepiece; Bulk —
Category Worn Item
These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer's eyes transform and lengthen into snail-like eyestalks. The wobbly eyestalks stretch out through the lens holes and up over the wearer's head on lengthened optic nerves.
When you activate the goggles, you also gain a +2 item bonus to Perception checks involving sight and low- light vision for the duration of the effect.
Main Item: Stalk GogglesItem 18
Price 21,000 gp
Usage worn; Bulk L
Category Worn Item
When you invest this medallion for your eidolon, it changes shape to appear as a tiny bejeweled facsimile of the eidolon, magically attached just over your eidolon's heart. While your eidolon wears the medallion, they gain a +2 item bonus to Athletics checks to Shove or Trip.
Each of these foes takes 8d6 bludgeoning damage, with a DC 29 basic Reflex save. On a critical failure, the foe is also knocked prone. After dealing damage, the stampede of eidolons vanishes as quickly as it appeared.
The item bonus is +3, the activation's DC is 38 and the damage is 14d6.
Main Item: Stampede MedallionSecrets of Magic, page 190.
Rune 13
Price 2,500 gp
Usage etched onto armor
Category Rune
These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end persistent bleed damage from 15 to 12 (7 with particularly effective assistance).
The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance).
Main Item: StanchingLOTGB, page 39.
Item 17
Price 2,500 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.
You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage and 4 splash damage.
Main Item: Star GrenadeOoA3, page 75.
Item 11
Price 2,650 gp
Usage held in 1 hand; Bulk 1
AC Bonus undefined; Hardness 11; HP 80; BT 40
Category Held
This standard-grade darkwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus to Sailing Lore and to Athletics checks to Swim.
The shield has Hardness 11, HP 80, and BT 40; the item bonus is +2; and when you Activate the shield, you can breathe underwater for 10 minutes.
Main Item: Stouseisu's RecourseTreasure Vault, page 22.
Rune 19
Price 31,065 gp
Usage etched onto a weapon
Category Rune
A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 striking dagger would deal 2d4 damage instead of 1d4 damage.
You can upgrade the striking rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices.
The weapon deals four weapon damage dice.
Main Item: StrikingCore Rulebook, page 581.
Item 16
Price 10,000 gp
Usage held in 1 hand; Bulk 1
AC Bonus undefined; Hardness 17; HP 136; BT 68
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 17, HP 136, and BT 68.
Main Item: Sturdy ShieldCore Rulebook, page 588.
Item 17
Price 2,750 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
A thick, sulfurous, irritating gas fills this golden-yellow flask.
You gain a +3 item bonus to attack rolls. The bomb deals 4d4 acid damage and 4 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.
Rune 16
Price 19,250 gp
Usage etched onto armor
Category Rune
Your armor responds to your desire to break free of a creature grabbing you by growing spikes.
The armor makes a melee attack against the creature, as described in the rune's other activation.
The attack modifier increases to +28, the damage increases to 5d6, and the extra damage to an engulfing or swallowing creature increases to 3d6.
Main Item: Swallow-SpikeTreasure Vault, page 13.
Item 20
Price 9,000 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.
The Will save DC is 43.
Main Item: Bonmuan Swapping StoneFists of the Ruby Phoenix #1: Despair on Danger Island, page 75.
Item 17
Price 2,500 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 –20-foot penalty to its Speeds for 1 minute.
You gain a +3 item bonus to attack rolls.
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 37) 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 17
Price 15,000 gp
Usage held in 2 hands; Bulk 2
Category Beast Gun Weapon
A tentacle cannon is a +1 striking weapon, built using components from squids, krakens, and sometimes even stranger tentacled creatures like lomos. It's a distinct type of martial firearm that deals 1d8 piercing damage. It has the capacity 5, concussive, and fatal d12 traits, a range increment of 30 feet, and reload 2. The weapon itself resembles a five-barreled handheld cannon with each barrel made from a hollowed out tentacle.
Attempt another check to Grapple the creature with a +13 bonus.
A major tentacle cannon is a +3 greater striking weapon.
It has a +27 bonus to Grapple, and its ink spray DC is 37.
Craft Requirements The initial raw materials must include the tentacles and ink glands of a creature with a tentacle Strike and ink.
Main Item: Tentacle CannonGuns & Gears, page 156.
Item 17
Price 3,000 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 +4, the bonus to Speed is +10 feet, and the duration is 1 hour.
Main Item: Theatrical MutagenTreasure Vault, page 61.
Item 13
Price 500 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 minute, any creature that touches you or that hits you with a melee unarmed attack or non-reach melee weapon attack takes 3d4 electricity damage, or 3d6 electricity damage if the creature is using a metal weapon.
Main Item: Thunderbird TuftSecrets of Magic, page 169.
Item 17
Price 2,500 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 36 Fortitude saving throw with the listed DC or be deafened until the end of its next turn. You gain a +3 item bonus to attack rolls.
Main Item: ThunderstoneCore Rulebook, page 546.
Item 11
Price 225 gp
Usage held in 1 hand; Bulk L
Category Poison
This thick, oily salve reacts with the air to exude a toxic mucus when applied to skin. Once it's applied, you can activate the salve in one of the two ways detailed below. After either reaction has been used, the remaining mucus loses its reactive properties and falls away as the effect ends. You can only have one dose applied at a time. If you don't use either reaction, after 1 hour, the mucus flakes away and the effect ends.
LOTGB, page 27.
Item 10
Price 1,000 gp
Usage tattooed on the body; Bulk —
Category Tattoo
This tattoo resembles an animal's fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the Diplomacy skill with animals of that kind. This tattoo is usually located on the body part or parts it's meant to transform—on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on.
The tattoo casts 5th-level animal form instead of 3rd.
Main Item: Tooth and Claw TattooTreasure Vault, page 122.
Item 15
Price 1,250 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 16d6.
Main Item: Torrent SpellgunTreasure Vault, page 98.
Item 12
Price 1,900 gp
Usage held in 2 hands; Bulk L
Category Coda
Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to Deception and Performance checks.
The item bonuses are +2.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Trickster's MandolinTreasure Vault, page 137.
Item 12
Price 1,900 gp
Usage affixed to armor or a weapon
Category Spellheart
The crystal chamber within this split geode is divided into three lobes of equal size. The spell DC of any spell cast by Activating this item is 29.
Secrets of Magic, page 171.
Item 20
Price 55,000 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 18
Price 18,750 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.
The counteract modifier is +28, and the maximum radius is equal to quadruple the light's standard radius.
Main Item: Twilight LanternStrength of Thousands #4: Secrets of the Temple-City, page 76.
Item 18
Price 3,250 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Originally formulated as a means of dissolving sovereign glue, this powerful solvent can break almost any adhesive's grip.
As universal solvent is particularly effective against sovereign glue, it automatically dissolves sovereign glue. It attempts to counteract any other adhesives, such as tanglefoot bags, with a counteract modifier depending on the type.
The serum has a counteract modifier of +28.
Main Item: Universal SolventAdvanced Player’s Guide, page 255.
Item 17
Price 21,750 gp
Usage worn cloak; Bulk 1
Category Worn Item
This long, shoddy cloak bears a hood and a simple brass clasp. While wearing the cloak, you gain a +1 item bonus to Deception checks to Impersonate an individual and to Lie while in character as that individual.
The item bonus is +3, the Will save DC is 38, and you can activate the mantle once every 10 minutes.
Main Item: Unmemorable MantleLOCG, page 73.
Item 14
Price 900 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.
As moderate, except you can add the catalyst to a vampiric touch, vampiric maiden or vampiric exsanguination spell of any level.
Main Item: Unsullied BloodLOIL, page 177.
Item 18
Price 5,000 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 permanent.
Crafting Requirements Creating a vaccine requires a sample of the disease in question.
Special A vaccine is the same rarity as the disease it's designed to prevent, or as the creature who inflicts the disease if the disease itself doesn't list a rarity.
Main Item: VaccineTreasure Vault, page 61.
Item 16
Price 1,350 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 +4 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 35 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 17
Price 3,000 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 13
Price 2,700 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
Carved in this wooden disc is a humanoid eye, painted in muted shades that blend in with the wood. The eye's pupil continually twitches and moves, scanning its bearer's surroundings.
The flat check DC if the eye is affixed to a weapon is 2 if the target is concealed or 8 if it's hidden.
Treasure Vault, page 129.
Item 17
Price 3,000 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 +4, the DC to remove the weapon is 50, and the duration is 1 hour.
Main Item: War Blood MutagenOoA1, page 77.
Item 16
Price 2,000 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 +3 greater striking weapon.
Main Item: Weapon ShotTreasure Vault, page 83.
Item 17
Price 15,000 gp
Usage tattooed on the body; Bulk —
Category Tattoo
These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to Stealth checks, which increases to +2 in forests.
If you've already Activated the tattoo, you can supply a separate casting of tree shape to recharge the tattoo instead of having the spell's normal effect. This allows you to Activate the tattoo again in the same day. You can do so multiple times each day, but only as many times as you continue to cast tree shape to recharge the tattoo after each use.
The item bonus to Stealth checks is +3, or +4 in forests. Tree shape lasts up to 8 hours.
Main Item: Wildwood InkTreasure Vault, page 123.
Item 16
Price 8,500 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 15, Hit Points 120, and Broken Threshold 60.
Main Item: Wovenwood ShieldLOTGB, page 81.
Item 19
Price 40,000 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
The tip of a metallic dragon's claw is set into a band of silver.
When you summon dragons using the claw, you must choose metallic dragons.
Breath Weapon: a 30-foot line that deals acid, electricity, or fire, or a 15-foot cone that deals cold or fire. You can use this activity once before the end of your next turn.
Resistance when affixed to armor is 15, and damage from Breath Weapon when affixed to a weapon is 12d6 (DC 41).
Treasure Vault, page 129.
Item 17
Price 13,500 gp
Usage tattooed on the body; Bulk —
Category Tattoo
Depicting a majestic dragon in flight, this tattoo imparts the endurance and majesty of those powerful creatures. You gain resistance 5 to the damage type matching the dragon your tattoo depicts.
The resistance increases to 15. The tattoo gains the activation of the greater type, but the dragon form is heightened to 8th level.
Main Item: Wyrm on the WingTreasure Vault, page 123.
Item 15
Price 5,600 gp
Usage held in 1 hand; Bulk 1
Category Staff
A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff's animate dead spells can be used only to animate undead that have flesh and an Intelligence modifier of –4 or lower.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Zombie StaffTreasure Vault, page 135.
Item 6
Usage worn; Bulk L
Category Worn Item
Perception +13; precise vision 30 feet, imprecise hearing 30 feet
Communication speech (Common and 1 imparted language)
Skills Diplomacy +13, Nobility Lore +13, Society +13
Int +3, Wis +3, Cha +3
Will +14
Forged in platinum, a majordomo torc is engraved with heraldic insignias along with one language's alphabet, much like a choker of elocution. You gain a +1 item bonus to Society checks and the ability to understand, speak, and write the torc's language. Your excellent elocution reduces the DC of the flat check to perform an auditory action while deafened from 5 to 3.
Upon being invested, the torc appoints itself your majordomo and, given the chance, takes over coordinating your social calendar, engagements, and wardrobe. A majordomo torc has a prim, fussy disposition, and although it defers to you, it can grow sardonic if you frequently ignore its advice. The torc has the following activation.
Treasure Vault, page 195.
Item 8+
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your bones, muscles, and organs become vastly softer and more pliable. You can fit into and through small or narrow spaces as though you were smaller than your normal size, and you gain an item bonus to your Fortitude and Reflex DCs against attempts to Grapple, Shove, or Trip you.
Type lesser; Level 8; Price 75 gp
You can fit into and through small or narrow spaces as though you were 1 size smaller than your normal size (minimum Small). The bonus to your DCs is +2, and the duration is 1 minute.
Type greater; Level 14; Price 750 gp
You can fit into and through small or narrow spaces as though you were 2 sizes smaller than your normal size (minimum Tiny). The bonus to your DCs is +3, and the duration is 10 minutes.
LOTGB, page 19.
Item 7
Price 55 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
Malyass root paste sees use to impede opponents in athletic competitions, in addition to espionage and tracking.
Saving Throw DC 26 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 clumsy 1 and –10-foot status penalty to all Speeds (1 minute); Stage 2 clumsy 2 and –20-foot status penalty to all Speeds ; (1 minute)
Core Rulebook, page 552.
Item
Price 6 sp
Bulk 1
Damage 1d6 slashing
Hands 1
Category Martial Melee Weapon; Group Axe
Also known as a hunga munga or danisco, this hybrid knife-axe consists of a hilt and a blade that curves backward toward the wielder. The curve of the blade is such that after a victim has been struck by a mambele, more damage is dealt as the weapon is extracted from the victim's body.
Treasure Vault, page 25. Originally in LOGM.
Item 9
Price 110 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
According to reports, as well as Emelett's own marketing pitches, this lotion is derived from rare mana rattlesnakes whose oils ward against poison and disease. When applied, you can attempt to counteract a poison or disease effect currently afflicting you. The potion has a counteract level of 5 and a +15 modifier for the roll. You also acquire a serpentine appearance, growing fangs and scaly skin. For 1 hour, you gain a fangs unarmed attack that deals 1d6 piercing damage plus 1 poison damage.
OoA3, page 77.