60 items, from Mind-Swap Potion to Moderate Blight Bomb.
Mind-Swap Potion · Mindfog Mist · Mindlance · Mindlock Shot · Mindsponge · Minor Animal Repellent · Minor Armory Bracelet · Minor Camp Shroud · Minor Elixir of Life · Minor Healing Potion · Minor Life Shot · Minor Moonlit Spellgun · Minor Numbing Tonic · Minor Oil of Unlife · Minor Potion of Retaliation · Minor Sapling Shield · Minor Sturdy Shield · Minor Vaccine · Minor Vaccine · Minor Wovenwood Shield · Minotaur Chair · Mirror · Mirror Goggles · Mirror Of Moreiremund · Mirror Of Sleeping Vigil · Mirror Robe · Mirror-ball Snare · Misdirecting Haversack · Misleading · Missive Mint · Mistform Elixir · Miter Of Communion · Mithral · Mithral Armor · Mithral Chunk · Mithral Ingot · Mithral Shield · Mithral Tree · Mithral Waffle Iron · Mithral Weapon · Mnemonic Acid · Moderate Ablative Armor Plating · Moderate Ablative Shield Plating · Moderate Acid Flask · Moderate Addiction Suppressant · Moderate Addiction Suppressant · Moderate Aether Marbles · Moderate Alchemical Chart · Moderate Alchemist's Fire · Moderate Alignment Ampoule · Moderate Animal Repellent · Moderate Antidote · Moderate Antiplague · Moderate Applereed Mutagen · Moderate Armory Bracelet · Moderate Bane Ammunition · Moderate Bestial Mutagen · Moderate Black Tendril Shot · Moderate Blast Boots · Moderate Blight Bomb
Item 15
Price 1,000 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
Small bolts of brightly colored electricity flicker through the cloudy mind-swap potion. The potion often comes in a double-chambered flask, because when you drink it, you consume half the contents. If another creature of the same ancestry consumes the remainder of the contents within 1 minute, your minds swap per the effect of a critical success on a mind swap ritual (Secrets of Magic 151). The effects last for 24 hours or until one of you Dismisses the activation.
Treasure Vault, page 90.
Item 15
Price 1,000 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
Mindfog mist can be used to undermine spellcasters, as its effect on a victim's mental faculties are swift and powerful.
Saving Throw DC 35 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 stupefied 2 (1 round); Stage 2 confused and stupefied 3 (1 round); Stage 3 confused and stupefied 4 (1 round)
Core Rulebook, page 553.
Item 8
Price 500 gp
Usage held in two hands; Bulk 2
Category Held
This +1 striking arquebusG&G is used by caravan guards to nonlethally—though powerfully—deter large game and bandits. When fired, the spark gun deals mental damage and adds the nonlethal trait to the attack. Each mindlance also includes a reinforced stock that benefits from any fundamental runes on the firearm. When you critically succeed at an attack roll with a mindlance, the target becomes frightened 2 unless it succeeds at a DC 24 Will save.
Treasure Vault, page 39.
Item 11
Price 250 gp
Ammunition any
Activate command, envision
Category Consumable
Mindlock shot is made of luminous ectoplasm in a crystalline form. When you command this ammunition, you pick a Stride or Strike. If you hit a creature with the ammunition, it falls under a mental effect that makes it use its first action on its next turn to take the action you picked. It chooses exactly how to use that action, and if you choose Stride, the target can Step if doing so is beneficial for it. On a critical hit, the target must use its next 2 actions to do as you chose, within the same parameters.
Treasure Vault, page 82.
Item 9
Price 700 gp
Usage held in 1 hand; Bulk L
Category Held
A mindsponge appears as a misshapen gray sponge that unsettlingly resembles a malformed human brain. Though pliable in all the same ways as a damp sponge, a mindsponge has no ability to absorb water and, in fact, doesn't seem terribly porous at all. Instead, a mindsponge is used to absorb thoughts and memories from living creatures.
Memories and psychic energy absorbed aren't taken from the target's soul but from energies temporarily infused within the body, so that a creature slain in this way who is later brought back to life retains their harvested memories and energy. The corpse of someone who has had their memories harvested is difficult to communicate with via talking corpse—treat the saving throw result against that spell as one degree of success lower than the actual result.
A mindsponge can store the memories and energy of up to four creatures at a time. Once full, it cannot be activated at all, other than to squeeze it as an Interact action with the envision trait, which causes all of the memories within to drip out as cold ectoplasm, which swiftly evaporates if not used or contained.
Item 1
Price 3 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 15.
Main Item: Animal RepellentTreasure Vault, page 52.
Item 3
Price 50 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.
Treasure Vault, page 153.
Item 4
Access Kaetiarn have access to this item.
Price 15 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.
Main Item: Camp ShroudLOKL, page 89.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Elixirs of life accelerate the body's natural healing processes and immune system. Upon drinking this elixir, you regain 1d6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.
Main Item: Elixir of LifeCore Rulebook, page 548.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain 1d8 Hit Points.
Main Item: Healing PotionCore Rulebook, page 563. Reprinted in BB.
Item 2
Price 5 gp
Ammunition round
Activate Interact
Category Consumable
Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is flat-footed against it.
The ammunition restores 1d4 Hit Points, and the bonus is +1.
Main Item: Life ShotTreasure Vault, page 43.
Item 2
Price 7 gp
Usage held in 1 hand; Bulk L
Category Consumable
Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it's often carried by hunters of werecreatures, vampires, and devils.
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 emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun's damage is treated as silver for the purposes of weaknesses, resistances, and the like.
Critical Success The target takes double damage and is dazzled until the start of your next turn. If it has a weakness to silver or a resistance that can be bypassed by silver, it's also enfeebled 1 for 1 minute.Success The target takes full damage and is dazzled until the start of your next turn.The damage is 1d8 at night, or 1d6 at other times.
Main Item: Moonlit SpellgunTreasure Vault, page 97.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.
You gain 2 temporary Hit Points.
Main Item: Numbing TonicTreasure Vault, page 60.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Oil
This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or a living creature with negative healing, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points.
You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself.
The oil restores 1d8 Hit Points.
Main Item: Oil Of UnlifeAdvanced Player’s Guide, page 258.
Item 1
Price 4 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer reminiscent of the energy it contains. For 1 minute after drinking a potion of retaliation, you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon Strike.
The aura deals 1 damage.
Main Item: Potion Of RetaliationAdvanced Player’s Guide, page 259.
Item 3
Price 57 gp
Usage held in 1 hand; Bulk 2
Category Held
This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage.
The buckler has Hardness 3, HP 24, and BT 12.
Main Item: Sapling ShieldTreasure Vault, page 22.
Item 4
Price 100 gp
Usage held in 1 hand; Bulk 1
AC Bonus undefined; Hardness 8; HP 64; BT 32
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 8, HP 64, and BT 32.
Main Item: Sturdy ShieldCore Rulebook, page 588.
Item 1
Price 4 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 1 hour.
Main Item: VaccineLOL, page 71.
Item 1
Price 4 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 1 hour.
Main Item: VaccineTreasure Vault, page 61.
Item 4
Price 85 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 5, Hit Points 40, and Broken Threshold 20.
Main Item: Wovenwood ShieldLOTGB, page 81.
Item 9
Price 600 gp
Bulk 4
Category Wheelchair Assistive Item
A minotaur chair is a traveler's chair with chair storage, impulse control (see below), and +1 striking wounding wheel spikes (page 72). The wheel spikes can have runes upgraded, transferred, or added as normal. The chair magically stores the kinetic energy from movement throughout the day, allowing you to expend it to make a powerful rushing charge.
Wheelchair uPgraDes A wheelchair can have upgrades added to its frame to improves its capabilities. The cost includes the installation of the upgrade.
LOTGB, page 71.
Item
Price 1 gp
Bulk —
Hands 1
Category Adventuring Gear
No entries found.
Core Rulebook, page 288.
Item 5+
Usage worn eyepiece; Bulk —
Category Worn Item
These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving throws against visual effects.
Type lesser mirror goggles; Level 5; Price 135 gp
Type moderate mirror goggles; Level 11; Price 1,200 gp
The item bonus is +2, and the DC is 30.
Type greater mirror goggles; Level 18; Price 19,000 gp
The item bonus is +3, and the DC is 40.
Treasure Vault, page 147.
Item 25
Usage bonded (see below); Bulk L
Category Artifact
The silvery glass of this oval mirror displays alluring sights. Its dark wooden frame is studded with small green gems and is carved with the shapes of a male figure on one edge of the glass and a female figure on the other side.
The mirror can form a bond with a spellcaster who has legendary proficiency in Arcana or Occultism, who becomes the mirror's owner. Regardless of where the mirror is, as long as the bond remains, the owner is aware of everything the mirror is currently reflecting and can use the mirror's activations.
Whenever an intelligent creature looks in the mirror, they see an image of a person, creature, or item they find irresistible—most often one they find attractive. The specific image varies depending on the observer, even when more than one creature is looking into the mirror at the same time. Observers are fascinated by the images in the mirror unless they succeed at a DC 35 Will save each round. On a failure, they stare blankly at the mirror for as long as it remains in view, and if it leaves their view, they stare toward the last place they saw the mirror for several minutes thereafter. This is an emotion, enchantment, incapacitation, and visual effect. Creatures that are fascinated by the mirror are so deeply entranced that they don't end their fascinated condition automatically even if a creature uses hostile actions against them or their allies; instead, they can attempt a DC 30 Will save to end the fascination. At the GM's discretion, a truly innocent creature or a creature that has renounced all worldly pleasures might be immune to the mirror's fascination.
Destruction The Mirror of Moreiremund shatters into a thousand pieces if an intelligent but completely innocent creature resists the mirror's attraction and then accidentally drops it.
Gamemastery Guide, page 110.
Item 7
Price 300 gp
Usage worn; Bulk L
Category Worn Item
This jeweled mirror grants you gain greater control over your dreaming self. While invested, you can watch over your sleeping body from the Dreamlands, letting you see your own body and a 5-foot emanation around you, though you can't hear, smell, or use other senses from your dreaming self.
You do not take the –4 status penalty to visual Perception checks in that area or gain the blinded condition from being unconscious against creatures in that area. As long as you fell asleep voluntarily and not from a sleep effect, you can automatically wake up from sleep if there is visible activity around you.
LOTGB, page 111.
Item 3
Price 55 gp
Usage worn clothing; Bulk L
Category Worn Item
Thousands of small, reflective, mirrored glass shards have been carefully stitched down this long silk duster.
LOTGB, page 50.
Snare 6
Price 40 gp
Category Snare
A mixture of metal shavings and flash powder inside this small, mirrored sphere ignites when disturbed, causing the ball to flash and spin. When a creature enters the square, the ball pops into the air, and all creatures within 10 feet who can see the mirror ball must succeed at a DC 22 Fortitude save or become dazzled for 1 round. On a critical failure, affected creatures are instead dazzled for 1 minute.
LOTGB, page 26.
Item 6
Price 200 gp
Usage held in 1 hand; Bulk L
Category Held
This brown leather satchel is made from a heavily oiled and rustic leather. The satchel is large enough to hold up to 1 Bulk worth of items.
LOTGB, page 10.
Rune 16
Price 8,000 gp
Usage etched onto light armor
Category Rune
This rune attempts to obfuscate your location through illusory trickery. When you're concealed, the DC of the flat check to target you with an effect is 6 instead of 5.
Treasure Vault, page 13.
Item 1
Price 3 gp
Usage held in 1 hand; Bulk —
Activate Interact
Category Consumable
This white mint with a chalky coating appears to be a normal candy unless someone examining it succeeds at a DC 15 Crafting check to Identify Alchemy. If the crafter has the powerful alchemy class feature, this DC is their class DC instead, if it's higher. The mint's crafter can imbue a missive mint with a message containing up to 25 words while creating it. Someone who consumes the missive mint hears the message in a fizzing voice as the mint's coating bubbles away, which takes the same amount of time as it would to speak the message. The mint's eater has no way of knowing who the original sender was, what they sound like, or who the message was intended for.
Treasure Vault, page 49.
Item 4+
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
A faint mist emanates from your skin, making you concealed for the listed duration. As usual being concealed when your position is still obvious, you can't use this concealment to Hide or Sneak.
Type lesser; Level 4; Price 18 gp
The duration is 3 rounds.
Type moderate; Level 6; Price 56 gp
The duration is 1 minute.
Type greater; Level 10; Price 180 gp
The duration is 5 minutes.
Core Rulebook, page 549.
Item 10
Price 800 gp
Usage worn headwear; Bulk L
Category Worn Item
This ornate headgear comes in many different shapes and sizes, though most are elaborately decorated with motifs of the deity whose honor in which it was made. The miter brings you spiritually closer to your deity's servitors, granting you a +2 item bonus to Religion checks.
LOGM, page 123.
Material 8+
Category Material
Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item.
Type mithral chunk; Price 500 gp; Bulk L
Type mithral ingot; Price 5,000 gp; Bulk 1
Type standard-grade mithral object; Level 8; Price 350 gp per Bulk
Type high-grade mithral object; Level 16; Price 6,000 gp per Bulk
Core Rulebook, page 579.
Item 12+
Usage worn armor; Bulk varies by armor
Category Material
Mithral armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It's easier to wear than normal metal armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet.
Type standard-grade mithral armor; Level 12; Price 1,600 gp; Craft Requirements The initial raw materials must include mithral worth at least 200 gp + 20 gp per Bulk.
Type high-grade mithral armor; Level 19; Price 32,000 gp + 3,200 gp per Bulk; Craft Requirements The initial raw materials must include mithral worth at least 16,000 gp + 1,600 gp per Bulk.
Core Rulebook, page 556.
Material 8+
Price 500 gp
Bulk L
Category Material
Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item.
Core Rulebook, page 579.
Material 8+
Price 5,000 gp
Bulk 1
Category Material
Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item.
Core Rulebook, page 579.
Item 8+
Usage varies by shield
Category Shield; Group Shield
Mithral shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk). When used for a shield bash, they are treated as silver weapons.
Type standard-grade mithral buckler; Level 8; Price 400 gp; Bulk L; Craft Requirements mithral worth at least 50 gp
The shield has Hardness 3, HP 12, and BT 6.
Type standard-grade mithral shield; Level 8; Price 440 gp; Bulk L; Craft Requirements mithral worth at least 55 gp
The shield has Hardness 5, HP 20, BT 10.
Type high-grade mithral buckler; Level 16; Price 8,000 gp; Bulk L; Craft Requirements mithral worth at least 4,000 gp
The shield has Hardness 6, HP 24, and BT 12.
Type high-grade mithral shield; Level 16; Price 8,800 gp; Craft Requirements Craft Bulk 1; Requirements at least 4,400 gp of mithral
The shield has Hardness 8, HP 32, and BT 16.
The shield has Hardness 8, HP 32, and BT 16.
Core Rulebook, page 586.
Item
Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth
Price 9 gp
Bulk 1
Damage 1d6 piercing
Ammunition rounds; Range 150 ft.; Reload 1
Hands 2
Category Martial Ranged Weapon; Group Firearm
Neither mithral nor a tree, this long gun takes its name from the legends of the elves of Vrutaen and is most commonly found within the nation. An elegant weapon, a mithral tree does somewhat resemble a tree; its fanned stock and long, sweeping barrel reinforced with metal rings enable a wielder to parry melee attacks while moving back into safe firing range.
Guns & Gears, page 151.
Item 8
Price 355 gp
Bulk 1
Category Adventuring Gear
This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook.
The plates of this waffle iron are made of standard-grade mithral rather than iron and might bear an imprint on the plates. As with other mithral cookware, food rarely sticks to a mithral waffle iron. As it's made of mithral, this is an uncommon item.
Main Item: Waffle IronLOTGB, page 93.
Item 11+
Usage varies by weapon; Bulk varies by weapon
Category Material
Mithral weapons are slightly lighter than silver. A mithral weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk).
Type standard-grade mithral weapon; Level 11; Price 1,400 gp + 140 gp per Bulk; Craft Requirements at least 175 gp of mithral + 17.5 gp per Bulk.
Type high-grade mithral weapon; Level 17; Price 13,500 gp; Craft Requirements at least 6,750 gp of mithral + 675 gp per Bulk.
Core Rulebook, page 599.
Item 8
Price 75 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This translucent yellow-green liquid has a sharp, tangy odor and an oily sheen. It's mildly acidic and can cause a minor rash after prolonged contact with skin. To unlock its true potential, you must submerge a piece of an intelligent creature's brain matter in the acid and allow the material to completely dissolve. This takes 2d10 minutes, during which time the mnemonic acid bubbles and steams eagerly.
Once the brain matter fully dissolves, you can consume the acid as an Interact action to experience a powerful vision and relive one of the memories of the creature whose brain matter was dissolved. You have no control over which memory you experience, although such visions are almost always of memories that were meaningful to the owner of the dissolved brain matter. The memory might be of a single event or a series of related and interconnected events; the memory lasts no longer than 10 minutes, and you're blind to the world around you for the duration.
Each dose of mnemonic acid requires roughly 10% of the brain matter of the creature whose visions are to be experienced, meaning that up to 10 different memories from the same creature can be experienced, each with a different dose of mnemonic acid, before the brain matter is exhausted.
AoE3, page 78.
Item 3
Price 12 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 10 temporary Hit Points that last for 10 minutes or until lost. Removing the plating early destroys it.
Main Item: Ablative Armor PlatingGuns & Gears, page 66.
Item 3
Price 12 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 10 temporary Hit Points that last for 10 minutes or until lost. Removing the plating early destroys it.
Main Item: Ablative Shield PlatingGuns & Gears, page 67.
Item 3
Price 10 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
This flask filled with corrosive acid deals 1 acid damage, 2d6 persistent acid damage and 2 acid splash damage. You gain a +1 item bonus to attack rolls.
Main Item: Acid FlaskCore Rulebook, page 544.
Item 6
Price 30 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 +2 item bonus against the ongoing save against the drug's addiction.
Main Item: Addiction SuppressantLOL, page 72.
Item 6
Price 30 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 +2 item bonus.
Main Item: Addiction SuppressantTreasure Vault, page 58.
Item 12
Price 360 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 +2 item bonus to attack rolls. The bomb deals 3d6 force damage and 3 force splash damage.
Main Item: Aether MarblesItem 12
Price 1,750 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 12 or lower.
Main Item: Alchemical ChartTreasure Vault, page 62.
Item 3
Price 10 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.
You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage, 2 persistent fire damage, and 2 fire splash damage.
Main Item: Alchemist's FireCore Rulebook, page 545.
Item 3
Price 12 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. You gain a +1 item bonus to attack rolls. When moderate alignment ampoule strikes a creature with a weakness to good, evil, chaos, or law, it deals 1d4 damage and 2 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 8
Price 75 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 24.
Main Item: Animal RepellentTreasure Vault, page 52.
Item 6
Price 35 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 +3 item bonus to Fortitude saving throws against poisons for 6 hours.
Main Item: AntidoteCore Rulebook, page 546.
Item 6
Price 35 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 +3 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 12
Price 400 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 +3 item bonus to Athletics checks and you gain +15 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 10 minutes.
Main Item: Applereed MutagenLOL, page 86.
Item 8
Price 450 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 is a +2 striking weapon for 1 minute. It reverts to a +1 striking weapon afterward.
Main Item: Armory BraceletTreasure Vault, page 153.
Item 5
Price 25 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 2d6 persistent poison damage.
Main Item: Bane AmmunitionTreasure Vault, page 42.
Item 3
Price 12 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 +2 item bonus to Athletics checks and unarmed attack rolls. You gain a claw unarmed attack that deals 1d6 slashing damage and has the agile trait and a jaws unarmed attack that deals 1d8 piercing damage. The duration is 10 minutes.
Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves.
Main Item: Bestial MutagenCore Rulebook, page 546.
Item 12
Price 360 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 31.
Main Item: Black Tendril ShotTreasure Vault, page 80.
Item 3
Price 11 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 moderate blast boots, you can High Jump or Long Jump, without the need to Stride first. When you Activate the moderate blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 30 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 45 feet.
Main Item: Blast BootsGuns & Gears, page 67.
Item 3
Price 10 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Blight bombs contain volatile toxic chemicals that rot flesh. A moderate blight bomb deals 2d6 poison damage, 2d4 persistent poison damage, and 2 poison splash damage. You gain a +1 item bonus to attack rolls.
Main Item: Blight BombAdvanced Player’s Guide, page 252.