60 items, from Moderate Blister Ammunition to Moderate Numbing Tonic.
Moderate Blister Ammunition · Moderate Blood Booster · Moderate Bloodhound Mask · Moderate Bottled Lightning · Moderate Bottled Sunlight · Moderate Bravo's Brew · Moderate Camp Shroud · Moderate Choker-Arm Mutagen · Moderate Chromatic Jellyfish Oil · Moderate Clarity Goggles · Moderate Cloister Robe · Moderate Cognitive Mutagen · Moderate Conduit Shot · Moderate Contagion Metabolizer · Moderate Crackling Bubble Gum · Moderate Cryomister · Moderate Crystal Shards · Moderate Daibiamias's Elixir · Moderate Darkvision Elixir · Moderate Deadweight Mutagen · Moderate Demolition Fulu · Moderate Dragon's Blood Pudding · Moderate Drakeheart Mutagen · Moderate Dread · Moderate Dread Ampoule · Moderate Eagle-Eye Elixir · Moderate Elemental Ammunition · Moderate Elixir of Life · Moderate Emetic Paste · Moderate Energy Mutagen · Moderate Energy Mutagen · Moderate Etheric Essence Disruptor · Moderate Explosive Mine · Moderate Flare Beacon · Moderate Focus Cathartic · Moderate Frost Vial · Moderate Fury Cocktail · Moderate Gearbinder Oil · Moderate Ghost Charge · Moderate Goo Grenade · Moderate Healer's Gel · Moderate Healing Potion · Moderate Healing Vapor · Moderate Impact Foam Chassis · Moderate Implosion Dust · Moderate Insight Coffee · Moderate Juggernaut Mutagen · Moderate Junk Bomb · Moderate Life Shot · Moderate Life-Boosting Oil · Moderate Maestro's Instrument · Moderate Magnetic Shot · Moderate Material Essence Disruptor · Moderate Metalmist Sphere · Moderate Midday Lantern · Moderate Mirror Goggles · Moderate Mistform Elixir · Moderate Moonlit Spellgun · Moderate Necrotic Bomb · Moderate Numbing Tonic
Item 11
Price 210 gp
Ammunition any
Activate Interact
Category Poison
Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is dazzled for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single Interact action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 Interact actions scratching and sneezing. These Interact actions don't need to be consecutive.
The maximum duration is 6 rounds, and the Fortitude DC is 28.
Main Item: Blister AmmunitionTreasure Vault, page 42.
Item 11
Price 225 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This elixir bolsters your body's natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the listed resistance to persistent bleed and persistent poison damage, and you lower the DC for any flat checks to end persistent bleed or persistent poison damage as if you received particularly appropriate aid.
At the GM's discretion, blood booster elixirs can also automatically counteract non-magical effects that specifically rely on thinning the drinker's blood, such as a skull peeler's (Bestiary 3 243) anticoagulant.
The resistance is 10.
Main Item: Blood BoosterTreasure Vault, page 59.
Item 6
Price 40 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
This wide, single-use mask is designed to be slipped over your mouth and nose and its alchemical filter activated all with one hand. Once activated, the mask sharpens odors, giving you imprecise scent with the listed range. You can't wear other masks while you're wearing a bloodhound mask.
When you use Survival to Track a creature by its scent, your proficiency bonus is equal to your level even if you're untrained, and the mask grants you the listed item bonus to your Survival check. The GM sets the Survival DC based on the area's ability to hold scent rather than on visual clues, as normal for using scent.
The range is 30 feet, the item bonus is +2, and the duration is 1 hour.
Main Item: Bloodhound MaskAdvanced Player’s Guide, page 254.
Item 3
Price 10 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Bottled lightning is packed with volatile reagents that create a blast of electricity when they are exposed to air. The bomb deals 2d6 electricity damage and 2 electricity splash damage. On a hit, the target becomes flat-footed until the start of your next turn. You gain a +1 item bonus to attack rolls.
Main Item: Bottled LightningCore Rulebook, page 545.
Item 4
Price 20 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Bomb
This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet). During this hour, it can be thrown like a bomb. This requires a single action to Activate with a Strike, like other bombs, and deals the damage below. If it's not thrown within an hour of the first activation, it defuses harmlessly and is consumed.
The bomb deals 2d4 positive damage, 2 positive splash damage, and 2d4 additional fire damage.
Main Item: Bottled SunlightBook of the Dead, page 18.
Item 10
Price 150 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain a +2 item bonus to Will saves, or +3 when attempting Will saves against fear.
Main Item: Bravo's BrewCore Rulebook, page 547.
Item 10
Access Kaetiarn have access to this item.
Price 175 gp
Usage held in 1 hand; Bulk —
Activate Interact
Category Consumable
Knights make use of this magically treated powder to help hide their camps while traveling through the Staemorn or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen.
A creature outside the area that uses the Seek action or Search activity to examine the area or look for smoke and light coming from that direction can attempt a DC 18 Perception check to disbelieve the illusion.
The mist enshrouds a 20-foot emanation, and the DC is 27.
Main Item: Camp ShroudLOKL, page 89.
Item 3
Price 12 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills. Benefit You gain the listed item bonus to Acrobatics checks to Escape, Squeeze, and Tumble Through, and you increase your reach by the listed amount.
Drawback You take a –1 penalty to Athletics checks, Stealth checks, Thievery checks, and attack rolls, and a –1 penalty per damage die to all weapon and unarmed attack damage.
The bonus is +2, your reach increases by 5 feet, and the duration is 10 minutes.
Main Item: Choker-Arm MutagenTreasure Vault, page 59.
Item 14
Price 800 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil's type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to Squeeze, and you can move 5 feet per round when you successfully Squeeze (or 10 feet per round on a critical success). You can also Crawl at half your Speed.
The oil grants resistance 10.
Main Item: Chromatic Jellyfish OilTreasure Vault, page 59.
Item 13
Price 2,450 gp
Usage worn eyepiece; Bulk —
Category Worn Item
Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture of them. While wearing the goggles, you gain a +1 item bonus to visual Perception checks.
The goggles grant a +2 item bonus. They work against effects created by 6th-level or lower spells or a creature of 13th level or lower.
Main Item: Clarity GogglesTreasure Vault, page 146.
Item 12
Price 1,800 gp
Usage worn garment; Bulk 1
Category Worn Item
The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the complexity of its construction fit the deity's outlook. The robe serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit.
The robe is +1 resilient explorer's clothing and grants a +1 item bonus to Religion checks. The robe doesn't grant any benefits to a wearer who doesn't worship the deity tied to the robe. In addition, when you cast a domain spell from one of the deity's domains, you gain resistance to damage from divine spells until the end of your next turn. This resistance is equal to half the robe's level.
The robe is +2 resilient explorer's clothing, and it grants a +2 item bonus to Religion checks.
Craft Requirements You are a cleric who worships the deity tied to the robe.
Main Item: Cloister RobeTreasure Vault, page 148.
Item 3
Price 12 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your mind becomes clear and cognition flows freely, but physical matters seem ephemeral.
Benefit You gain a +2 item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge for 10 minutes. Your critical failures on Recall Knowledge checks become failures instead.
Drawback You take a –2 penalty to weapon and unarmed attack rolls, Athletics checks, and Acrobatics checks. You can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is reduced by 4.
Main Item: Cognitive MutagenCore Rulebook, page 547.
Item 10
Price 200 gp
Ammunition any
Activate command
Category Consumable
Fine lines of djezet sparkle in conduit shot. When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 3rd level or lower; has an area of a burst, cone, or line; and does not have a duration, the djezet in the ammunition flares in striations of red light, increasing the area of that spell. Add 5 feet to the radius of a burst that has a radius of at least 10 feet or to the length of a cone or line normally 15 feet long or smaller. For a larger cone or line, add 10 feet to the length. These increases are based on the spell's original area, ignoring any increases due to other effects, such as the Widen Spell feat. Increasing a spell's area destroys the ammunition, which otherwise remains active for 1 minute.
The spell can be 5th level or lower.
Main Item: Conduit ShotTreasure Vault, page 80.
Item 11
Price 300 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the highest-level poison or disease afflicting you. This takes longer for a disease—the counteract check doesn't happen until 10 minutes after you drink the elixir. After drinking, you become temporarily immune to contagion metabolizers for 1 hour.
If you're a chirurgeon alchemist and have powerful alchemy, you can substitute your statistics when you create a contagion metabolizer using Quick Alchemy, if your stats are higher. This replaces the counteract level with half your level rounded up and the counteract modifier with your class DC – 10.
The elixir has a counteract level of 6 and a +19 counteract modifier.
Main Item: Contagion MetabolizerTreasure Vault, page 59.
Item 9
Price 150 gp
Usage held in 1 hand; Bulk —
Category Consumable
This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects.
The item bonus is +2, the damage is 6d4, and the DC is 25.
Main Item: Crackling Bubble GumTreasure Vault, page 47.
Item 5
Price 25 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
When you Activate a cryomister, you can either place it in an adjacent square or toss it up to 20 feet away. Once you've done so, the metallic device instantly disperses a heavy mist, settling quickly on nearby flat surfaces and forming a sheet of ice. The cryomister creates a 10-foot burst, making the affected area difficult terrain for 1 minute; , at the GM's discretion, however, this duration might be reduced in unusually hot conditions or increased in unusually cold ones. If an affected square takes fire damage, the difficult terrain is removed. Though not designed as a weapon, the cryomister's rapidly cooling mist deals 3 cold splash damage depending on the type to creatures in the area on activation. Creatures attempting to move through the affected area can attempt an Acrobatics check with a DC depending on the type to ignore the difficult terrain and move at their normal Speed. Throwing the cryomister onto the surface of a liquid creates a floating piece of ice for the same duration, capable of supporting one Large creature or two Medium or smaller creatures.
Main Item: CryomisterGuns & Gears, page 68.
Item 4
Price 16 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
This flask holds a pressurized red-brown gas flecked with bits of sublimated crystal. You gain the listed item bonus to attack rolls. When the bomb explodes, it deals the listed piercing damage and piercing splash damage as the mixture suddenly turns into solid crystals flying at high speeds.
Surfaces in the splash area grow brittle, gleaming red crystals that crumble to dust after 1 minute. The crystals on level surfaces are caltrops (Core Rulebook 287). The crystals on vertical surfaces can be used briefly as handholds, granting the listed item bonus to the next Athletics check to Climb each space. The crystals in each space crumble after the creature leaves, whether Climbing or moving through the caltrops.
The item bonus is +1. The bomb deals 2d4 piercing damage and 4 piercing splash damage.
Main Item: Crystal ShardsAdvanced Player’s Guide, page 252.
Item 6
Price 50 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This elixir sharpens your mind and allows you to see through lies, falsehoods, and magical trickery.
You gain an item bonus to Perception checks and Perception DCs to notice falsehoods, whether they're spoken lies or written deceit. You gain this same item bonus to Will saves.
The bonus is +2, and the duration is 10 minutes.
Main Item: Daibiamias's ElixirAV1, page 78.
Item 4
Price 11 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for 1 hour.
Main Item: Darkvision ElixirCore Rulebook, page 547.
Item 3
Price 12 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around.
Benefit You gain an item bonus to Athletics checks to Shove and Trip, to your Fortitude and Reflex DCs against attempts to Shove or Trip you, and to saving throws against effects that attempt to force you to move or knock you prone. Drawback You gain the encumbered condition and can't remove it while under the effects of the mutagen.
The bonus is +2, and the duration is 10 minutes.
Main Item: Deadweight MutagenTreasure Vault, page 59.
Item 11
Price 275 gp
Usage affixed to an object or structure; Bulk —
Category Consumable
A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it's affixed to by an amount equal to the fulu's level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a Stealth DC to detect it and Thievery DC to disable it according to its type.
Sometimes called the termite fulu, good for destroying wood objects; 6d6 bludgeoning damage, DC 28.
Main Item: Demolition FuluTreasure Vault, page 76.
Item 5
Price 25 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from bloody mandrake paste, ginger root, and distilled terrap sap. This potent combination singes the nostrils and throat, removing effects that make you sluggish. When you consume the pudding, it attempts a counteract check with a +9 counteract modifier to remove the slowed condition from a single source, using the source of that condition to determine the counteract level and DC.
You also become quickened for 1 round. While taking the additional action from being quickened, you scream, as a result of both the flavor and the mandrake paste's properties. You can use the additional action to Step, Stride, Strike, or Demoralize. If you choose to Demoralize, you gain a +2 item bonus to the Intimidation check.
Main Item: Dragon's Blood PuddingLOTGB, page 46.
Item 3
Price 12 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Your skin grows tough scales like a drake, your eyesight become sharp and your pupils slitted, and your limbs grow wiry and quick, but your mind and reflexes become slow.
Benefit You gain a +5 item bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and a +2 item bonus to Perception checks for 10 minutes or until you use Final Surge, whichever comes first. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus.
You also gain the Final Surge action.
Drawback You take a –1 penalty to Will saves, Reflex saves, and all skill checks to Recall Knowledge.
Main Item: Drakeheart MutagenAdvanced Player’s Guide, page 253.
Rune 12
Price 1,800 gp
Usage etched onto armor
Category Rune
Eerie symbols cover your armor, inspiring terror in your foes. Frightened enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their frightened condition doesn't decrease below 1 that turn.
The DC is 29, and the value of affected enemies' frightened condition doesn't decrease below 2.
Main Item: DreadLOTGB, page 14.
Item 3
Price 10 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage.
On a hit, the target becomes frightened 1, or frightened 2 on a critical hit. Many types also grant an item bonus to attack rolls.
You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage.
Main Item: Dread AmpouleAdvanced Player’s Guide, page 253.
Item 5
Price 27 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
After you drink this elixir, you notice subtle visual details. For the next hour, you gain a +2 item bonus to Perception checks, or +3 when attempting to find secret doors and traps.
Main Item: Eagle-eye ElixirCore Rulebook, page 548.
Item 5
Price 21 gp
Ammunition any
Activate Interact
Category Consumable
When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing persistent acid, cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type.
The ammunition deals 2d4 persistent damage and 2 splash damage.
Main Item: Elemental AmmunitionTreasure Vault, page 42.
Item 9
Price 150 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 5d6+12 Hit Points and gain a +2 item bonus to saving throws against diseases and poisons for 10 minutes.
Main Item: Elixir of LifeCore Rulebook, page 548.
Item 9
Price 120 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Sickened creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a sickened creature within reach, typically on the throat. The paste makes it easy for the sickened creature to purge, granting it an immediate Fortitude save to reduce its sickened condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the sickened condition for 1 hour.
The bonus is +3.
Main Item: Emetic PasteTreasure Vault, page 53.
Item 3
Price 12 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire.
When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts.
Benefit For 10 minutes after consuming the elixir, you gain resistance 10 to the attuned energy type. Whenever you score a hit with a melee weapon, add 1d4 damage of the attuned energy type.
Drawback You gain weakness 5 to the other three energy types.
Main Item: Energy MutagenThe Fall of Plaguestone, page 56.
Item 3
Price 12 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts.
Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add the listed amount of damage of the attuned energy type.
Drawback You gain weakness 5 to the other three energy types.
You gain resistance 10, add 1d4 damage on a hit with a melee weapon, and the duration is 10 minutes.
Main Item: Energy MutagenTreasure Vault, page 60.
Item 7
Price 360 gp
Usage held in 1 hand; Bulk 1
Activate Interact
Category Consumable
An etheric essence disruptor emits bursts of discordant ethereal energy through a process based upon Voltaic etheric-spirit singers, though without the need for a Voltaic coil. Etheric essence disruptors attempt to break down the workings of a spell that manipulates spiritual essence. Upon activation, attempt to counteract an active divine or occult spell within 40 feet, with a +13 counteract modifier and counteract level of 4.
Main Item: Etheric Essence DisruptorGuns & Gears, page 68.
Item 6
Price 40 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Consumable
When you Activate an explosive mine, you place it on the ground in a square within your reach, priming it to explode when a creature steps on that square. If you have time in advance to prepare, you can place the mine on the ground before activating it, and you or an ally can try to use Stealth to Conceal an Object before you Activate the mine. If you don't Conceal the mine, its position is obvious at a glance.
Once activated, the mine is primed to explode when enough pressure is placed on the square where it's located.
Typically, this occurs when a Small or larger creature moves onto the square, though it could happen if a creature intentionally places pressure on the square from a distance to safely trigger the mine. Once triggered, the mine explodes, dealing 6d6 fire damage to any creatures in a 5-foot emanation with a DC 20 basic Reflex save.
Main Item: Explosive MineGuns & Gears, page 69.
Item 6
Price 35 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 60-foot radius and dim light in the next 60 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures within a 10-foot radius of the beacon must succeed at a DC 20 Fortitude save or be dazzled until they are no longer within 10 feet of it.
Main Item: Flare BeaconGuns & Gears, page 69.
Item 4
Price 15 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Focus briefly calms your neurons, helping ease mental effects.
When you drink this elixir, the elixir attempts a counteract check with the listed counteract modifier to remove the confused or stupefied condition from a single source, using the source of that condition to determine the counteract level and DC.
The serum has a +8 counteract modifier.
Main Item: Focus CatharticAdvanced Player’s Guide, page 253.
Item 3
Price 10 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
The liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls.
Main Item: Frost VialCore Rulebook, page 545.
Item 12
Price 360 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages.
Benefit You gain an item bonus to melee attack rolls and an additional effect depending on the additive chosen when the brew is created.
Reflex saves.
You gain a +3 item bonus to melee attack rolls, and the duration is 1 hour.
Main Item: Fury CocktailTreasure Vault, page 48.
Item 12
Price 390 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works.
The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, manipulate, or move trait, it must attempt a Fortitude save against a DC determined by the oil's type. A mechanism that's slowed 2 or more by gearbinder oil also can't use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue.
Critical Success The oil becomes inert, and the effect ends.Success The target reduces its slowed condition by 1. If the slowed condition's value is 0, the effect ends.Failure The target increases its slowed condition by 1, to a maximum of slowed 3.Critical Failure The target increases its slowed condition by 2, to a maximum of slowed 3.The DC for saves is 29.
Main Item: Gearbinder OilTreasure Vault, page 54.
Item 3
Price 10 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed positive damage and splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next turn. Many types grant an item bonus to attack rolls.
You gain a +1 item bonus to attack rolls. The bomb deals 2d8 positive damage and 2 positive splash damage, and the target is enfeebled 1 until the start of your next turn.
Main Item: Ghost ChargeAdvanced Player’s Guide, page 253.
Item 3
Price 10 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes persistent acid damage and a circumstance penalty to its Speeds from the clinging goo. The target can end any penalties, conditions, and persistent damage caused by the bomb by Escaping or spending a total of 3 Interact actions to pry themselves free of the ooze. These Interact actions don't have to be consecutive, and other creatures can provide the actions as well.
You gain a +1 item bonus to attack rolls. The target takes 2d4 acid damage, 2 persistent acid damage, and 2 acid splash damage. They take a –5-foot circumstance penalty to their Speeds. The Escape DC is 17.
Main Item: Goo GrenadeLOIL, page 306.
Item 9
Price 125 gp
Usage held in 1 hand; Bulk L
Category Consumable
An astringent aroma from rare succulent plants wafts off these soothing cloth patches. Adding this material component to a heal spell grants 10 temporary Hit Points to one target healed by the spell. These temporary Hit Points last for 1 minute.
Main Item: Healer's GelSecrets of Magic, page 168.
Item 6
Price 50 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 3d8+10 Hit Points.
Main Item: Healing PotionCore Rulebook, page 563. Reprinted in BB.
Item 8
Price 100 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Consumable
Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery.
When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor's type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows.
Each creature regains 1 Hit Point every minute and gets a +1 bonus.
Main Item: Healing VaporTreasure Vault, page 54.
Item 4
Price 15 gp
Usage worn over armor and clothes; Bulk L
Category Consumable
While you're wearing an impact foam chassis wrapped around your body, it Activates automatically whenever you fall at least 10 feet, causing a layer of soft, flexible impact foam to expand beneath and around you to cushion the fall. The moderate impact foam decreases the falling damage by up to 50 falling damage, taking damage equal to the amount of falling damage the foam reduced. The foam has 40 Hit Points. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you're surrounded in foam, you are immobilized and have standard cover against other creatures, and other creatures have standard cover against you. The foam has an Escape DC of 15; a creature can also remove it by spending three Interact actions. You or others can also attack the foam (the foam has an AC of 12), which disperses if reduced to 0 Hit Points.
Main Item: Impact Foam ChassisGuns & Gears, page 70.
Item 12
Price 370 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It's effective at weakening water elementals, air elementals, oozes, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size.
Critical Success The dust becomes inert, and the creature returns to its normal size.Success The target increases in size one step, up to its normal size. If it's at its normal size after the increase, the effect ends.Failure The target decreases in size one step, to a minimum of Tiny. The reach of each of its Strikes decreases by 5 feet, to a minimum of 5 feet if the creature is Small or larger, or a minimum of 0 feet if the creature is Tiny.Shrinking also imposes a status penalty to the creature's physical melee damage. This penalty is –2 for every step lower than its normal size the creature is.Critical Failure As failure, but the target decreases in size by two steps.The save DC is 29.
Main Item: Implosion DustTreasure Vault, page 54.
Item 12
Price 375 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation.
For 1 hour after you drink an insight coffee, you use d8s instead of d6s for your extra damage from the strategic strike class feature, if you have it (Advanced Player's Guide 58). You also gain an item bonus to checks to Recall Knowledge with a skill determined by the blend chosen when the item is crafted.
The item bonus is +3.
Main Item: Insight CoffeeTreasure Vault, page 49.
Item 3
Price 12 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
After you drink this mutagen, your body becomes thick and sturdy. You exhibit a healthy glow, though you tend to be ponderous and unobservant.
Benefit You gain +2 item bonus to Fortitude saves and 10 temporary Hit Points for 10 minutes. Whenever you are at maximum Hit Points for at least 1 full minute, you regain the temporary Hit Points.
Drawback You take a –2 penalty to Will saves, Perception checks, and initiative rolls.
Main Item: Juggernaut MutagenCore Rulebook, page 548.
Item 3
Price 12 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core of explosive alchemical slag. A moderate junk bomb deals 2d8 slashing damage, 2 persistent bleed damage, and 2 piercing splash damage. You gain a +1 item bonus to attack rolls.
Main Item: Junk BombPFUM.
Item 10
Price 200 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 5d4+7 Hit Points, and the bonus is +2.
Main Item: Life ShotTreasure Vault, page 43.
Item 7
Price 70 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
When you apply sticky, stinging life-boosting oil, you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not.
The oil grants fast healing 6.
Main Item: Life-Boosting OilTreasure Vault, page 86.
Item 10
Price 900 gp
Usage held in 2 hands; Bulk 1
Category Held
A maestro's instrument can be crafted in the form of any variety of handheld musical instrument. A maestro's instrument grants you a +1 item bonus to Performance checks while playing music with the instrument.
The item bonus is +2, and the charm spell is 4th level (DC 27).
Craft Requirements You must supply a casting of charm of the appropriate level.
Main Item: Maestro's InstrumentCore Rulebook, page 574.
Item 12
Price 360 gp
Ammunition any
Activate envision
Category Consumable
Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot. When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type.
The ammo grants a +1 circumstance bonus to the attack roll, deals three additional weapon damage dice, and is deadly d10.
Main Item: Magnetic ShotTreasure Vault, page 82.
Item 7
Price 360 gp
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 40 feet, with a +13 counteract modifier and counteract level of 4.
Main Item: Material Essence DisruptorGuns & Gears, page 71.
Item 8
Price 90 gp
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 10-foot 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.
Main Item: Metalmist SphereLOPSG, page 39.
Item 10
Price 850 gp
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.
The lantern casts 4th-level scorching ray using a spell attack roll of +20.
Main Item: Midday LanternStrength of Thousands #4: Secrets of the Temple-City, page 76.
Item 11
Price 1,200 gp
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.
The item bonus is +2, and the DC is 30.
Main Item: Mirror GogglesTreasure Vault, page 147.
Item 6
Price 56 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
A faint mist emanates from your skin, making you concealed for 1 minute. As usual being concealed when your position is still obvious, you can't use this concealment to Hide or Sneak.
Main Item: Mistform ElixirCore Rulebook, page 549.
Item 9
Price 150 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 7d8 at night, or 7d6 at other times.
Main Item: Moonlit SpellgunTreasure Vault, page 97.
Item 3
Price 10 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage, and it sickens the primary target on a critical hit. This damage harms only living creatures.
Many types grant an item bonus to attack rolls.
You gain a +1 item bonus to attack rolls. The bomb deals 2d6 negative damage and 2 negative splash damage. On a critical hit, the target is sickened 2.
Main Item: Necrotic BombItem 9
Price 150 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 10 temporary Hit Points.
Main Item: Numbing TonicTreasure Vault, page 60.