60 items, from Manacles to Mind's Light Circlet.
Manacles · Manacles Of Persuasion · Mantis Shell · Mantle of Amazing Health · Mantle of the Faletraer · Marble Elephant Wondrous Figurine · Marbles · Marked Playing Cards · Marking Snare · Martyr's Shield · Marvelous Calliope · Marvelous Medicines · Marvelous Pigment · Mask · Mask Of Allure · Mask Of Mercy · Mask of Mercy · Mask Of The Banshee · Mask of the Banshee · Mask Of The Cursed Eye · Mask of the Cursed Eye · Mask of Uncanny Breath · Master Magus Ring · Matchmaker Fulu · Material Component Pouch · Material Essence Disruptor · Mattock of the Titans · Maul · Maw of Hungry Shadows · Mechanical Torch · Medusa Armor · Medusa's Scream · Medusa's Scream · Membership Cords · Memoir Map · Memoraifu's Heartstone · Memory Palace · Menacing · Menacing · Mending Lattice · Merchant's Guile · Merchant's Scale · Merciful · Merciful Balm · Mercurial Mantle · Mesmerizing Opal · Messenger Missive · Messenger Missive · Messenger's Ring · Messenger's Ring · Metalmist Sphere · Meteor Hammer · Meteor Shield · Meteor Shot · Meteor Shot · Metronomic Hammer · Mianin's Leafstick · Midday Lantern · Mikazuki · Mind's Light Circlet
Item
Bulk —
Hands 2
Category Adventuring Gear
You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.
Type Poor; Level 0; Price 2 sp
Type Simple; Level 1; Price 3 gp
Type Average; Level 3; Price 20 gp
Type Good; Level 9; Price 250 gp
Type Superior; Level 17; Price 5,000 gp
Core Rulebook, page 288.
Item 3
Access follower of Zamoulel
Price 45 gp
Usage worn on wrists; Bulk 1
Category Worn Item
These sturdy, average manacles are connected by a thick iron chain that is much heavier than its appearance suggests at a glance.
Followers of Zamoulel sometimes employ manacles of persuasion against captured enemies and spies. When the manacles are locked around an immobilized creature's wrists, they begin to sap the life out of the victim, dealing 2 negative damage per hour until the creature falls unconscious. The effect is nonlethal, so the damage doesn't cause the creature to become dying.
While the creature is unconscious, the manacles deal no damage and allow the creature to recover Hit Points normally to a maximum of 10 Hit Points, at which point the manacles begin to deal damage once more. The manacles have no effect on a creature that is not immobilized.
LOGM, page 122.
Item 1
Price 10 gp
Bulk 1
AC Bonus +2; Dex Cap +3
Strength 12; Check Penalty –-1; Speed Penalty —
Category Light Armor; Group Skeletal
Construction of mantis shell armor originates with the Tranithair Mantis assassins. Authentic mantis shell can be found in some dark markets, but wearing such armor can attract deadly attention from the armor's originators. Mantis shell comes with the weapon harness adjustment, though these special vambraces are meant to hold sawtooth sabers, and attaching anything else is an insult to the Tranithair Mantis. A character who is a member of the Tranithair Mantis assassins has access to this uncommon armor.
Treasure Vault, page 9.
Item 19
Price 40,000 gp
Usage worn cape; Bulk L
Category Apex
This ragged cloak doesn't appear to be anything special at first glance, seemingly made from mangy black bear fur with various rings of blackened iron piercing the edge of the skin. While somewhat off-putting, the mantle grants a +2 status bonus to all Fortitude saving throws against disease and poison. When you invest the mantle, you either increase your Constitution score by 2 or increase it to 18, whichever is higher.
Treasure Vault, page 104.
Item 18
Price 22,000 gp
Usage worn cloak; Bulk L
Category Worn Item
This long, golden cloak is among the royal regalia of the emperors of Kheithoun. It was fashioned from the pelt of Faletraer itself, after being slain by Taemorem, and Faletraer's mane was fashioned into a thick fringe that runs all along the mantle's edges. The paws of the Faletraer cross beneath the wearer's throat, giving you an imposing appearance. The Mantle of the Faletraer grants you fire resistance 15 and physical resistance 5 (except bludgeoning).
LOMM, page 35.
Item 13
Price 2,700 gp
Usage held in 1 hand; Bulk L
Category Held
Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals.
If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost.
Finely carved from a solid piece of marble, this gleaming elephant statuette becomes a fully grown elephant when activated. The elephant can be called upon no more than four times per month.
It remains for 24 hours as long as it is being used as a beast of burden or for transport. If it attempts an attack or otherwise engages in combat, it reverts to statuette form after 1d4 rounds.
Main Item: Wondrous FigurineCore Rulebook, page 576.
Item 0
Price 2 sp
Usage held in 1 hand; Bulk L
Category Held
These tiny round balls are made of polished stone and colorful glass, and come in a bag of 200. You can pour marbles in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 13 Acrobatics check or Reflex save (its choice) or fall prone. Once a creature enters a space with marbles, enough marbles are scattered that other creatures moving into that space don't need to attempt a roll to avoid falling.
Trathoustol Toys.
LOTGB, page 58.
Item
Price 1 gp
Hands 2
Category Adventuring Gear
A deck of marked playing cards appears to be an ordinary deck upon initial inspection but bears specific folds, colors, scratches, or other markings on each card that allow an informed user to know what's on the other side of a card. A deck of marked cards grants you a +1 item bonus to Games Lore checks or other relevant checks to gamble with the cards. You can determine that an unattended deck of cards is marked with a successful DC 20 Perception check. Determining that a deck is marked during play is more difficult and is typically determined by a Perception check against the dealer's Games Lore or Thievery DC.
LOPSG, page 114.
Snare 1
Price 3 gp
Category Snare
This snare is often used to mark intruders for later tracking or identification. When you create this snare, you must decide whether to make it a dye or a scent marker. Either type of marking grants a +2 circumstance bonus to Track the creature for up to 24 hours or until the dye or scent is washed off (requiring at least a gallon of water and 10 minutes of scrubbing). A creature that enters a square of the snare must attempt a DC 17 Reflex save.
Success The creature is unaffected.Failure The snare marks the creature.Critical Failure The snare marks the creature, and the creature is blinded until the end of its next turn.Core Rulebook, page 590.
Item 7
Usage held in 1 hand; Bulk 1
Category Held
Perception +12; precise vision 30 feet, imprecise hearing 30 feet
Communication speech (Common and Celestial)
Skills Diplomacy +15, Religion +13
Int +0, Wis +2, Cha +4
Will +15
A martyr's shield is a lesser sturdy shield imbued with the compassion of a devout champion of a righteous deity, like Laisouvis or Sezialak, who sacrificed themself to save an ally. In addition to good-naturedly attempting to convert you to its religion, the martyr's shield can use 1 reaction each round that, when raised, it uses to Shield Block to protect an ally adjacent to you, with the effects of the Shield Warden feat. The martyr's shield uses this reaction whether you would prefer it did so or not. The martyr's shield can be upgraded to a stronger form of sturdy shield by paying the difference in cost between its current type of sturdy shield and the new type.
Gamemastery Guide, page 89.
Item 4
Price 100 gp
Bulk L (when not activated)
Category Structure
This large slide whistle appears to be made of fine brass, the sides of which are engraved with musical notes and dancing clowns.
By the time the unfolding is complete, the whistle fully transforms into a calliope, a wagon-sized contraption consisting of several steam whistles played like an organ. The calliope is heavy and anchored in place.
You have a +1 item bonus to Performance checks to play the calliope. The calliope has a tendency to produce music for a few seconds after you cease playing it, adding a jaunty and overlong conclusion to your music.
If you use an Interact action to pull the small metal ring on the underside of the marvelous calliope, the calliope collapses back down into a slide whistle.
Item 12+
Usage held in 2 hands; Bulk 1
Category Held
This set of healer's tools contains a seemingly endless supply of bandages, herbs, and healing items of impeccable quality, granting you a +2 item bonus to Medicine checks.
Type standard; Level 12; Price 1,800 gp
Type greater; Level 18; Price 19,000 gp
The tools grant a +3 item bonus, and the spells are heightened to 6th level.
Core Rulebook, page 574.
Item 12
Price 325 gp
Usage held in 1 hand; Bulk L
Activate 10 minutes envision, Interact
Category Consumable
Marvelous pigment comes in a small container of shifting, multicolored paint that can magically create an object painted with it. The pigment is applied with a stick tipped with bristles, hair, or fur. The paint flows as you Activate the marvelous pigment and changes color at your whim as you paint. The paint can cover a 10-foot-square, two-dimensional surface.
When you're done painting, attempt a DC 30 Crafting check.
Critical Success The object you painted emerges from the surface as a real, permanent object no larger than 10 feet in any dimension. It's non-magical and inanimate and has no value except to certain art collectors. If you paint a creature, machine, or form of energy (such as a campfire), these depictions appear only as inanimate sculptures. The created object has a painterly appearance that clearly marks its unusual origin, but is as real as any other.Success As critical success, but the object constantly sheds flakes of paint until it falls apart, destroyed, after 24 hours.Failure The pigments leave a painting that doesn't quite look right and doesn't become an object.Critical Failure Is it a dog? Whatever you made is a pretty lousy painting and doesn't resemble what you set out to make.Treasure Vault, page 97.
Item 0+
Usage worn mask
Category Worn Item
A mask helps you use the Impersonate action to pass yourself off as someone you aren't.
Type ordinary mask; Level 0
This ordinary mask is made out of cheap material, such as paper-mâché or simple cloth. This can be specially fitted over another mask.
Type fine mask; Level 0; Price 2 gp
This well-crafted mask, suitable for a noble at a masquerade, is made with impeccable craftsmanship and expensive material, such as porcelain and gold filigree.
Type plague mask; Level 1; Price 10 gp
This stylized bird mask is equipped with a basic filter. The plague mask attempts to counteract any inhaled poisons or airborne diseases each round you breathe. The same replacement filters used in water purifiers can be used with a plague mask, granting you the counteract modifier and effects of the filter for 20 minutes. Plague masks are uncommon items because the filters they use to protect from inhaled poisons and diseases are themselves uncommon. As such, you can buy a plague mask without a filter as a common item, though it's usually more cost-effective to buy a fine mask in the shape of a plague mask in that case.
Type rubber mask; Level 1; Price 5 gp
Rubber masks are sculpted to resemble the face of another creature. You can use this mask to help decrease the difficulty of Impersonating a specific creature with a very different face than yours.
LOTGB, page 92.
Item 18
Price 24,000 gp
Usage worn mask; Bulk L
Category Apex
This mask appears to be a pool of mirrored, shifting silver adhered to a thin metal plate.
When you place it against your face, it melds to the shape of your head. The material is breathable and light, and does not obscure vision. You gain a +2 item bonus to Deception, Diplomacy, Intimidation, and Performance checks while wearing the mask.
When you invest the mask, you either increase your Charisma score by 2 or increase it to 18, whichever would give you a higher score.
Secrets of Magic, page 186.
Item 4
Price 100 gp
Usage worn mask
Category Worn Item
This porcelain or alabaster mask portrays an angelic visage of kindness and mercy.
Strength of Thousands #1: Kindled Magic, page 74.
Item 4
Price 100 gp
Usage worn mask; Bulk —
Category Worn Item
This porcelain or alabaster mask portrays an angelic visage of kindness and mercy. The mask grants a +1 item bonus to Medicine checks.
Treasure Vault, page 154.
Item 9+
Usage worn mask
Category Worn Item
This ice-blue half-mask is adorned with a wicked silver grin that covers the wearer's mouth, leaving the rest of the face uncovered. You gain a +2 item bonus to Intimidation checks.
Type mask of the banshee; Level 9; Price 700 gp
Type greater mask of the banshee; Level 19; Craft Requirements Supply a casting of wail of the banshee.
The item bonus to Intimidation is +3. Activating a greater mask of the banshee casts a 9th-level wail of the banshee (DC 41) affecting all living creatures in the area.
Advanced Player’s Guide, page 261.
Item 9
Price 700 gp
Usage worn mask
Category Worn Item
This ice-blue half-mask is adorned with a wicked silver grin that covers the wearer's mouth, leaving the rest of the face uncovered. You gain a +2 item bonus to Intimidation checks.
Advanced Player’s Guide, page 261.
Item 8
Price 475 gp
Usage worn mask
Category Worn Item
These masks are always decorated with at least one wide, staring eye.
The first time each day a creature on your plane that you can't perceive targets you with a divination spell, the creature must attempt a DC 24 Will save. This effect is automatic and does not require you to Activate the item.
Critical Success The creature is unaffected.Success The creature is unaffected. You know you've been targeted with a divination spell, but the mask gives you no additional information.Failure The creature is sickened 1 and dazzled for 1 minute. You know you've been targeted with a divination spell, but the mask gives you no additional information.Critical Failure The creature is sickened 2 and dazzled for 10 minutes, and the spell is disrupted. You gain a brief mental glimpse of the triggering creature and learn its approximate distance and direction.Strength of Thousands #1: Kindled Magic, page 74.
Item 8
Price 475 gp
Usage worn mask; Bulk —
Category Worn Item
A mask of the cursed eye is decorated with at least one wide, staring eye. The first time each day a creature on your plane that you can't perceive targets you with a divination spell, the creature must attempt a DC 24 Will save. This effect is automatic and does not require you to Activate the item.
Critical Success The creature is unaffected.Success The creature is unaffected. You know you've been targeted with a divination spell, but the mask gives you no additional information.Failure The creature is sickened 1 and dazzled for 1 minute.You know you've been targeted with a divination spell, but the mask gives you no additional information.Critical Failure The creature is sickened 2 and dazzled for 10 minutes, and the spell is disrupted. You gain a brief mental glimpse of the triggering creature and learn its approximate distance and direction.Treasure Vault, page 155.
Item 11
Price 1,200 gp
Usage worn mask; Bulk L
Category Worn Item
A thin wooden mask carved in the shape of a skull, monstrous face, or eerily featureless visage, a mask of uncanny breath fully covers your face. While wearing it, each breath you take feels cool and pure, perfectly flowing to feed your ki. You gain resistance 10 to inhaled poisons and can breathe in an airless or toxic environment. When you breathe in, fragments of bizarre knowledge flow through you, granting you a +2 item bonus to Occultism checks.
Craft Requirements You are a monk with occult ki spells.
Treasure Vault, page 150.
Item 11
Price 1,250 gp
Usage worn; Bulk —
Category Worn Item
Elegant jewelry such as the master magus ring adorns experienced magi. Each ring has a significant metal and symbol to represent a particular hybrid study, such as a heavy iron ring with an icon of a mountain for inexorable iron, or glittering silver with a shield-like emblem for sparkling targe.
You gain a +2 item bonus to Arcana checks.
Craft Requirements You are a magus.
Treasure Vault, page 150.
Item 3
Price 10 gp
Usage affixed to armor
Activate envision; Trigger You attempt a Diplomacy check to Make an Impression.
Category Consumable
This red fulu contains blessings for one's relationship from Baimoraimou, goddess of beauty and love. You get a +2 status bonus to the Diplomacy check, and if you roll a critical failure on the check, you get a failure instead.
Secrets of Magic, page 160.
Item
Price 5 sp
Bulk L
Hands 1
Category Adventuring Gear
This pouch contains material components for those spells that require them. Though the components are used up over time, you can refill spent components during your daily preparations.
Core Rulebook, page 288.
Item 3+
Usage held in 1 hand; Bulk 1
Activate Interact
Category Consumable
A material essence disruptor emits bursts of disordered energy to break down the structure of a spell that manipulates material essence. Attempt to counteract an active arcane or primal spell within the listed range, with the listed counteract modifier and counteract level.
Type lesser; Level 3; Price 60 gp
The range is 30 feet, the counteract modifier is +7, and the counteract level is 2.
Type moderate; Level 7; Price 360 gp
The range is 40 feet, the counteract modifier is +13, and the counteract level is 4.
Type greater; Level 11; Price 1,400 gp
The range is 60 feet, the counteract modifier is +18, and the counteract level is 6.
Type major; Level 15; Price 6,500 gp
The range is 90 feet, the counteract modifier is +24, and the counteract level is 8.
Guns & Gears, page 71.
Item 19
Price 36,000 gp
Usage held in 2 hands; Bulk 16
Category Weapon
This 15-foot-long adamantine digging tool is far too big for even a Large creature to wield, though if you're a Small or larger creature, you can wield it while wearing a belt of giant strength, as though it were appropriately sized for you and had 2 Bulk. The GM might also allow you to wield the mattock if you have some other means of wielding oversized weapons, such as if you're a Large barbarian with the giant instinct or are a Huge creature. When it's used as a weapon, the mattock of the titans has the statistics of a +3 greater striking keen adamantine great pick.
While you're wielding the mattock of the titans, you gain a +3 item bonus to Athletics checks. You can use it to loosen or push soft earth at a rate of 1 minute per 5-foot cube or smash through solid stone at the rate of 5 minutes per 5-foot-cube.
Craft Requirements You are a titan, and the initial raw materials must include 8,100 gp of adamantine.
Core Rulebook, page 601.
Item
Price 3 gp
Bulk 2
Damage 1d12 bludgeoning
Hands 2
Category Martial Melee Weapon; Group Hammer
Mauls are massive warhammers that must be swung with two hands.
Core Rulebook, page 281.
Item 18
Price 21,000 gp
Bulk L
Category Grimoire
Shadows swirl around this soot-black tome, swallowing up any light that touches them. A faint whispering emanates from the grimoire's pages when opened.
Treasure Vault, page 112.
Item 1
Price 10 gp
Usage held in 1 hand; Bulk L
Category Held
Powered by electricity, you can turn a mechanical torch on and off by toggling a lever on the torch with an Interact action. When active, the torch sheds bright light in either a 20-foot radius (and dim light to the next 40 feet) or a 40-foot cone (and dim light to the next 40 feet). Changing this area requires a single Interact action to flip a switch. The torch carries sufficient charge to operate for ten minutes.
You can recharge the torch in 1 minute via an integrated crank-charging mechanism, turning the clockwork gears and generating sparks to power the torch, though doing so requires two hands.
Guns & Gears, page 88.
Item 14
Usage worn armor; Bulk 3
Category Armor
This +2 adamantine scale mail appears to have a fortification rune but grants none of its effects. Whenever you are critically hit, after taking damage, you become petrified for 1 round.
Once the curse has activated for the first time, the armor fuses to you.
Gamemastery Guide, page 91.
Item 13+
Usage held in 1 hand; Bulk 1
Category Held
The ghastly visage of a slain medusa's head stares out from this steel shield (Hardness 13, HP 52, BT 26). The shield comes with a thick leather cover to conceal the head.
Type medusa's scream; Level 13; Price 3,000 gp
Type greater medusa's scream; Level 16; Price 9,000 gp; Craft Requirements The initial raw materials must include the head of a medusa.
A greater medusa's scream (Hardness 15, HP 60, BT 30) has a frequency of once per hour for its activation instead of once per day, and the DC is 35.
Advanced Player’s Guide, page 261.
Item 13
Price 3,000 gp
Usage held in 1 hand; Bulk 1
Category Held
The ghastly visage of a slain medusa's head stares out from this steel shield (Hardness 13, HP 52, BT 26). The shield comes with a thick leather cover to conceal the head.
Advanced Player’s Guide, page 261.
Item 0
Access Member of a secret society
Price 5 gp
Usage worn; Bulk L
Category Worn Item
These braided wool cords are threaded with reflective metal threads in patterns specified by the purchaser. No two society's patterns are the same, and purchasers tend to return to the same weaver each time to ensure new cords match previous ones. In a room lit only by dim candlelight, the reflective metal threads shimmer in a specific pattern. Many societies use these cords to prevent outsiders from infiltrating secret meetings and often have someone at the meeting area's entrance checking cords before allowing entry.
Dark Archive, page 78.
Item 1
Price 13 gp
Usage tattooed on the body; Bulk —
Category Tattoo
Your journeys and the major events in your life that occur after you obtain this tattoo appear on it, your life story traced upon your skin. Each time you journey somewhere new or accomplish something noteworthy to you, a design or symbol appears, representing the event. The positions of these images are relative in location, but measurements aren't exact. A memoir map starts with an icon representing your location when you receive the tattoo, usually over the heart, and grows from there. Traveling to another plane causes a new portion to appear on a different part of your body to represent that plane. If you want a record of your life before you receive your memoir map, you can have the tattoo artist embellish the map to represent past events.
Treasure Vault, page 120.
Item 13
Price 2,500 gp
Usage worn
Category Worn Item
This pale gemstone grants its wearer a +2 item bonus to saving throws and the ability to discern a target's alignment (as detect alignment, but can detect chaotic, evil, good, and lawful auras simultaneously) at will by peering through the gemstone.
Like all hag heartstones, this gemstone is powered by Memoraifu's spirit. Memoraifu does not need to wear her heartstone to benefit from its powers, but she cannot use them if she hasn't touched her heartstone in the past 7 days. If Memoraifu's heartstone is separated from her for more than 7 days (or if she's been dead for 7 days), it becomes a non-magical gemstone. Memoraifu's heartstone allows her to use additional occult innate spells: ethereal jaunt (9th level) and bind soul at will, shadow blast (6th level) twice per day, and spirit blast once per day.
Craft Requirements You must be a night hag.
Extinction Curse #3: Life’s Long Shadows, page 89.
Item 14
Price 4,200 gp
Bulk — (when not activated)
Category Structure
A memory palace is an elaborate magical structure that safely stores memories for easy access. It appears to be a miniature Kraesud villa small enough to fit in the palm of a human hand.
Memories you have imprinted on a node can be mentally accessed at any time by a creature holding the memory palace in its miniature form, regardless of who imprinted them. This grants a +2 item bonus to Recall Knowledge checks relating to details specifically occurring within the memory. What exactly qualifies is up to the GM's discretion, but a node shouldn't grant the benefits for most uses of a given skill. For example, a node dedicated to a book about trees found in the Falalugreid Expanse would help with Recall Knowledge checks for such trees, but it wouldn't grant the benefits for all Nature checks to Recall Knowledge.
A memory palace node can also store the text from a spellbook or magical tome, but these memories aren't a substitute for having the book in your possession. A wizard can't prepare spells from a memory palace, though they could use it as source material to try to Learn a Spell.
However, since storing spells in a node would only benefit someone else who later discovers the memory palace, few choose to take such an action. The memories contained within the nodes aren't real, and thus don't cause harmful effects, even if the source of the memory was a mental danger. Many memory palaces have leftover memories from previous users—now long dead—imprinted on their various nodes.
LOTGB, page 80.
Item 3+
Usage applied any visible article of clothing
Category Rune
Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to Intimidation checks to Coerce others.
Type menacing; Level 3; Price 50 gp
Type greater menacing; Level 10; Price 900 gp
This rune grants a +2 item bonus and has an activation.
Treasure Vault, page 144.
Item 3
Price 50 gp
Usage applied any visible article of clothing
Category Rune
Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to Intimidation checks to Coerce others.
Main Item: MenacingTreasure Vault, page 144.
Item 13
Price 525 gp
Usage affixed to a shield or weapon; Bulk —
Activate command; Trigger The affixed item would take damage; Requirements You are a master in Crafting.
Category Talisman
This lattice of reinforced iron is shaped into a perfect octagon. When you activate it, it negates the damage and instantly and completely repairs the affixed item.
Core Rulebook, page 568.
Item 5
Price 160 gp
Usage worn
Category Worn Item
The band of this ring is made from bluecolored iron and has two sharp, decorative protrusions on each side of the red-stone inlay. It feels quite heavy and reliable.
Wearing this ring grants you a +2 item bonus to Deception and Diplomacy checks, but only if the associated checks involve haggling or bargaining over a purchase or trade.
The Fall of Plaguestone, page 58.
Item
Price 2 sp
Bulk L
Hands 2
Category Adventuring Gear
No entries found.
Core Rulebook, page 288.
Rune 4
Price 70 gp
Usage etched onto a weapon
Category Rune
Merciful weapons are sheathed in an unmistakable wispy green aura recognized by both gladiators and guards around the world. A merciful weapon has the nonlethal trait and can't be used to make a lethal attack. Any persistent damage the weapon would deal is negated.
On a critical hit, a merciful weapon causes the target to become fascinated with the weapon's wielder for 1 minute, as the target is bombarded with feelings of guilt and remorse. This is a mental effect. If you have access to the weapon's critical specialization effect, you choose whether to use it or the merciful effect.
Treasure Vault, page 33.
Item 1
Price 3 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
Smelling strongly of herbs and pine resin, merciful balm is a thick, sticky paste that can be used to anoint a weapon, granting the weapon the nonlethal trait for 1 hour.
Treasure Vault, page 86.
Item 18
Price 24,000 gp
Usage worn cloak; Bulk L
Category Apex
This deep red cloak fits lightly about your shoulders, and the edges perpetually twitch slightly, as though caught in a breeze. The cloth feels smoother than silk, rippling and swaying like liquid when in motion. You feel a lively energy infusing your arms and legs. You gain a +3 item bonus to Acrobatics and Stealth, and a +2 circumstance bonus to AC against attacks from reactions triggered by your movement.
When you invest the cloak, you either increase your Dexterity score by 2 or increase it to 18, whichever would give you a higher score.
Secrets of Magic, page 187.
Item 2
Price 7 gp
Usage affixed to armor; Bulk —
Activate envision; Trigger You attempt a Deception check to Feint, but you haven't rolled yet.
Category Talisman
This silver-bound opal pendant is afire with iridescence.
When you activate it, if the outcome of your triggering Deception check is a critical failure, you get a failure instead (or if the outcome is a success, you get a critical success instead).
Core Rulebook, page 568.
Item 4+
Usage held in 1 hand; Bulk —
Activate envision, Interact
Category Missive
A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect to be in that location as a recipient; if you don't, the first creature in the location to touch the missive is treated as the recipient. Once you finish composing the missive, it folds itself into the shape of a bird and Flies at a Speed of 45 feet (15 miles per hour) toward the location for up to 24 hours. It alights near its recipient or in their hand. When activated, the missive becomes non‑magical but retains its contents. If it fails to reach its recipient in 24 hours, the missive burns to ash.
Type messenger missive; Level 4; Price 18 gp
Type multiple messenger missive; Level 7; Price 60 gp
You can write up to four locations on the missive, one on each edge of the paper; you can include a recipient for each location, as well. When you finish composing the missive, it folds into four identical missive birds, each one flying to one of the locations carrying the same message.
Treasure Vault, page 85.
Item 4
Price 18 gp
Usage held in 1 hand; Bulk —
Activate envision, Interact
Category Missive
A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect to be in that location as a recipient; if you don't, the first creature in the location to touch the missive is treated as the recipient. Once you finish composing the missive, it folds itself into the shape of a bird and Flies at a Speed of 45 feet (15 miles per hour) toward the location for up to 24 hours. It alights near its recipient or in their hand. When activated, the missive becomes non‑magical but retains its contents. If it fails to reach its recipient in 24 hours, the missive burns to ash.
Main Item: Messenger MissiveTreasure Vault, page 85.
Item 9+
Usage worn; Bulk —
Category Worn Item
This silver signet ring changes to match the insignia of a lord or organization you serve (or your own face, if you serve no one else). It grants you a +2 item bonus to Diplomacy checks and lets you cast message as an arcane innate spell at will.
Type messenger's ring; Level 9; Price 700 gp
Type greater messenger's ring; Level 17; Price 13,500 gp
The ring grants a +3 bonus and can be activated in an additional way.
Activate command; Frequency once per hour; Effect The ring casts sending to your specifications.
Core Rulebook, page 613.
Item 9
Price 700 gp
Usage worn; Bulk —
Category Worn Item
This silver signet ring changes to match the insignia of a lord or organization you serve (or your own face, if you serve no one else). It grants you a +2 item bonus to Diplomacy checks and lets you cast message as an arcane innate spell at will.
Core Rulebook, page 613.
Item 3+
Usage held in 2 hands; Bulk L
Activate Interact
Category Consumable
This sphere contains small fragments of thunderstones within a colloidal suspension of a precious metal. When you twist the sphere, it creates an opaque mist in a burst centered on one corner of your space. Creatures within that area are concealed, and all other creatures are concealed to them. Any creature with a weakness to the precious metal that starts its turn in the mist takes damage equal to its weakness. The mist lasts for 1 minute or until dispersed by a strong wind. Most metalmist spheres are filled with silver or cold iron, but more expensive versions containing other ingredients might exist.
Type lesser; Level 3; Price 11 gp
The radius of the burst is 5 feet.
Type moderate; Level 8; Price 90 gp
The radius of the burst is 10 feet.
Type greater; Level 13; Price 500 gp
The radius of the burst is 15 feet.
LOPSG, page 39.
Item
Price 3 gp
Bulk 2
Damage 1d8 bludgeoning
Hands 2
Category Martial Melee Weapon; Group Flail
This weapon consists of a long chain connected to a heavy weight at each end. When a wielder swings the weights by the chain, they build momentum and can serve as deadly bludgeons with incredible reach.
Treasure Vault, page 25. Originally in LOGM.
Item
Price 4 gp
Bulk 1
AC Bonus +2; Hardness 4; HP 16; BT 8
Category Shield; Group Shield
Meteor shields are specifically designed with throwing in mind. A meteor shield is made from thin steel and has quick-release straps, allowing for easy, long-distance throws.
Treasure Vault, page 21.
Item 7+
Ammunition round
Activate Interact
Category Consumable
This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot, it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon's normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain.
In addition, the Strike gains the following critical failure effect.
Critical Failure The weapon misfires.Type meteor shot; Level 7; Price 70 gp
The ammunition deals 3d6 fire damage in a 5-foot emanation around the target (DC 23 basic Reflex save).
Type greater meteor shot; Level 12; Price 400 gp
The ammunition deals 6d6 fire damage in a 10-foot emanation around the target (DC 29 basic Reflex save).
Type major meteor shot; Level 17; Price 3,000 gp
The ammunition deals 9d6 fire damage in a 20-foot emanation around the target (DC 37 basic Reflex save).
Guns & Gears, page 171.
Item 7
Price 70 gp
Ammunition round
Activate Interact
Category Consumable
This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot, it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon's normal damage, the meteor shot deals 3d6 fire damage in a 5-foot emanation around the target (DC 23 basic Reflex save) and the ground in the area becomes difficult terrain.
In addition, the Strike gains the following critical failure effect.
Critical Failure The weapon misfires. Main Item: Meteor ShotGuns & Gears, page 171.
Item 5
Price 160 gp
Usage held in 1 or 2 hands; Bulk 1
Category Held
A polished brass metronome ticks rhythmically within the haft of this +1 striking gnome hooked hammer.
Gnome adherents of Thousteton often attempt to reproduce this item as part of a ritual symbolizing methodical problem-solving and thoughtful craftsmanship.
OoA2, page 79.
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.
Secrets of Magic, page 167.
Item 6+
Usage held in 1 hand; Bulk L
Category Held
This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard lantern, except that any light the lantern emits is magical and similar to sunlight. The lantern doesn't emit dim light, instead only emitting bright light to its normal radius (20 feet for typical lights when using oil). This bright light is close enough to sunlight to open temple doors that require sunlight or similar light, but it doesn't shine direct sunlight, so it doesn't trigger effects such as a vampire's sunlight weakness.
Type lesser; Level 6; Price 235 gp
Type moderate; Level 10; Price 850 gp
The lantern casts 4th-level scorching ray using a spell attack roll of +20.
Type greater; Level 14; Price 3,700 gp
The lantern casts 6th-level light and 6th-level scorching ray, using a spell attack roll of +26.
Type major; Level 18; Price 18,750 gp
The lantern casts 8th-level scorching ray, using a spell attack roll of +32.
Strength of Thousands #4: Secrets of the Temple-City, page 76.
Item 1
Price 8 gp
Bulk 2
Ranged
Traits monk, propulsive
Damage 1d6 piercing
Ammunition bolt; Range 70 ft.; Reload 1
Hands 1+
Group Bow
Category Martial Ranged Weapon
The mikazuki combines a sansetsukon with a thin length of metal string and several locking mechanisms built into the joints, allowing it to be quickly locked into configuration as a bow.
Treasure Vault, page 31.
Item 11
Price 1,200 gp
Usage worn headwear; Bulk —
Category Worn Item
Gemstones of many colors adorn the silver of a mind's light circlet. When you're charged with mental power, the jewels scintillate with light, with different gems resonating based on your emotions. If you have at least 1 Focus Point, the gems cast dim light in a 10-foot radius. When you amp a spell, the light increases to bright light in a 20-foot radius (and dim light to the next 20 feet) until the start of your next turn.
You gain a +2 item bonus to Occultism checks. You also gain the following amp, which you can apply to any of your psi cantrips that have a target or area, much like an amp gained from a feat (Dark Archive 10). Amp You transfer some of the magical luminescence from the mind's light circlet to one of the creatures. Choose a creature targeted by the spell or in its area. Until the start of your next turn, that creature sheds bright light in a 20-foot radius (and dim light to the next 20 feet) and can't be concealed. If the creature is invisible, it's concealed while alight, rather than being undetected.
Craft Requirements You are a psychic.
Treasure Vault, page 150.