36 items, from Moderate Weapon Shot to Mutagenic Renovator.
Moderate Weapon Shot · Moderate Winter Wolf Elixir · Moderate Wovenwood Shield · Moderate Zifes's Elixir · Monkey · Monkey Pin · Monkey's Fist · Monkey's Paw · Monopod Portable Weapon Mount · Moonlit Chain · Moonlit Ink · Moonlit Spellgun · Moonstone Crystal Ball · Moonstone Diadem · Moonstone Tattletale Orb · Morenem · Moriamorogum Wayfinder · Morningstar · Moromidè's Eye · Mortal Chronicle · Mortalis Coin · Mortar · Mortar Of Hidden Meaning · Moth · Mother Maw · Mountain To The Sky · Mouse · Mudrock Snare · Mug · Mukradi Jar · Multiple Messenger Missive · Mummified Bat · Murderer's Knot · Musical Instrument · Mustard Powder · Mutagenic Renovator
Item 10
Price 200 gp
Ammunition any
Category Consumable
The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it.
It's a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon.
The attack functions appropriately for a +2 striking weapon.
Main Item: Weapon ShotTreasure Vault, page 83.
Item 12
Price 320 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This elixir warms your core and improves your circulation. For 24 hours, you are protected from the effects of severe cold.
You're also protected from extreme cold.
Main Item: Winter Wolf ElixirCore Rulebook, page 550.
Item 10
Price 850 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 10, Hit Points 80, and Broken Threshold 40.
Main Item: Wovenwood ShieldLOTGB, page 81.
Item 5
Price 25 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a +10 status bonus to your Speed for 10 minutes.
Main Item: Zifes's ElixirCore Rulebook, page 547.
Item 0
Price 3 gp
Category Pet
No entries found.
LOTG, page 103.
Item 2
Price 6 gp
Usage affixed to armor; Bulk —
Activate Climb; Requirements You are trained in Athletics
Category Talisman
This small brass pin is in the shape of a monkey climbing a tree. When you activate this talisman, use a Climb action.
If you succeed, you move your full Speed during the Climb. If you roll a critical failure, you get a failure instead.
Core Rulebook, page 568.
Item 0
Price 1 sp
Damage 1d6 bludgeoning
Hands 1
Category Martial Melee Weapon; Group Flail
Also called a "slungshot," the monkey's fist is a short length of rope ending in a thick knot wrapped around a metal weight. You can tie the loose end of a monkey's fist to your wrist; if you are disarmed, the weapon remains secured to your wrist rather than falling to the ground, though you must use an Interact action to grip it before using it again. A monkey's fist is a martial melee weapon.
AoE1, page 78.
Item 20
Usage held in 1 hand; Bulk L
Category Held
This dried, gnarled hand is clenched in a fist, waiting for a creature to pick it up. When you pick up the monkey's paw, the hand opens, revealing three withered fingers. The monkey's paw grants you three wishes, curling one finger after every one. Once you pick up the monkey's paw, you cannot discard the hand until it returns to a clenched fist by casting its three wishes. Any attempts to discard the hand, even with the effects of a miracle or wish spell, are unsuccessful as the monkey's paw reappears among your possessions within 1d4 hours; it doesn't work for any other creature in the intervening time. The hand returns even if another creature steals it from you. Once you make all three wishes, the monkey's paw uses plane shift to travel to a random point in the multiverse.
Whenever the monkey's paw hears you utter a statement that sounds like a wish, even if you don't use the words "I wish," it activates and grants a twisted, horrifying version of your wish, producing any effect within the possibility of alter reality, miracle, primal phenomenon, or wish, and potentially a greater effect at the GM's discretion.
Gamemastery Guide, page 91.
Item 1
Price 2 sp
Bulk 1
Category Stabilizers Customization
Powerful firearms like the arquebus were originally used to defend fortifications or ships, mounted on casements or pintles to steady their aim and offset their recoil. More mobile means of stabilizing weapons with kickback were developed as firearms began to spread across the Graikitain Sea.
The standard tripod takes an Interact action to deploy using one hand.
Gagraesud are lighter and can be deployed with a single hand using the same action as drawing the firearm. They still require an Interact action to retrieve. Gagraesud are less stable than a tripod, and firing a kickback weapon from a monopod without the necessary Strength reduces the penalty to a –1 circumstance penalty instead of removing it entirely.
Main Item: Portable Weapon MountGuns & Gears, page 182.
Item 7
Price 360 gp
Usage worn armor; Bulk 2
Category Armor
This +1 silver chain shirt has a collar adorned with stitched images of the phases of the moon. You can see in moonlight as though you had low-light vision.
Craft Requirements The initial raw materials must include 33 gp of silver.
Core Rulebook, page 558.
Item 2
Access Member of a secret society
Price 5 gp
Usage held in 1 hand; Bulk —
Activate Interact
Category Consumable
This alchemical ink is applied to a stamping device, typically a wooden seal or chop commissioned by the secret society and costing 1 sp. When the seal is pressed to paper, the ink briefly shows up before fading into invisibility. The stamp can be revealed by exposing the stamped item to direct moonlight for 1 minute. A character checking a good or document marked by a moonlit ink stamp must succeed at a DC 25 Perception check to spot the stamp without exposure to moonlight. In addition to its use by secret societies for their secret books, papers, and messages, some smugglers use moonlit ink to mark their goods.
Dark Archive, page 78.
Item 2+
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.Type minor; Level 2; Price 7 gp
The damage is 1d8 at night, or 1d6 at other times.
Type lesser; Level 5; Price 30 gp
The damage is 3d8 at night, or 3d6 at other times.
Type moderate; Level 9; Price 150 gp
The damage is 7d8 at night, or 7d6 at other times.
Type greater; Level 13; Price 600 gp
The damage is 12d8 at night, or 12d6 at other times.
Type major; Level 17; Price 3,000 gp
The damage is 18d8 at night, or 18d6 at other times.
Treasure Vault, page 97.
Item 16
Price 7,500 gp
Usage held in 1 hand; Bulk L
Category Held
This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a scrying spell by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target.
The base version of a crystal ball is a sphere of clear quartz, but other versions are made of different stones.
Scrying is DC 37 and gives you the benefits of mind reading on the target, using the same save DC.
Main Item: Crystal BallCore Rulebook, page 572.
Item 8
Price 500 gp
Usage worn circlet; Bulk L
Category Worn Item
This delicate and elegant diadem is woven of intricate silver wires set with three tear-shaped pearlescent moonstones. You gain a +1 item bonus to Religion checks.
Item 16
Usage held in 1 hand; Bulk 1
Category Held
A tattletale orb is a polished crystal sphere that appears to function as a crystal ball. If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb's type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your scrying spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb's type, to use another such device.
Tattletale orbs come in the same types as crystal balls, with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball.
The target is temporarily immune to the orb's mind reading for 24 hours and can use mind reading against you instead, as if the target used the orb.
Main Item: Tattletale OrbTreasure Vault, page 193.
Item 17
Price 15,000 gp
Usage held in 1 hand; Bulk 1
Category Held
The blade of this +2 greater striking adamantine longsword seems to absorb light from the air around it, giving the impression the wielder is standing in the shadow of a much larger creature. While Morenem is a potent weapon for battling undead and constructs, an ancient restriction on the blade prevents it from harming living creatures; attacks against living beings deal no damage. This restriction doesn't apply to dhampirs or creatures with the negative healing ability who are otherwise living; the magic of the blade can't distinguish between such beings and undead.
Item 10
Price 900 gp
Usage worn; Bulk –
Category Worn Item
Worn on a chain around the neck, a Moriamorogum wayfinder functions as a compass and provides its wearer a +1 item bonus to Deception checks to Lie or Impersonate. Moriamorogum wayfinders can also be used to grant temporary healing, making it easier for the wearer to impersonate a divine spellcaster.
LOPSG, page 73.
Item
Price 1 gp
Bulk 1
Damage 1d6 bludgeoning
Hands 1
Category Simple Melee Weapon; Group Club
This weapon has a short shaft ending in a metal ball studded with spikes.
Core Rulebook, page 280.
Item 9
Price 150 gp
Usage affixed to headgear; Bulk –
Activate envision
Category Talisman
Via some strange alchemical reaction with the gasses of Lifalol Lake, the cloud dragon Moromidè's eyeballs have shriveled into sky-blue gems.
The dragon's sense of vision isn't impaired, and her eyes can't be removed from her head until she's destroyed.
Once removed, each gem functions as a special talisman. Moromidè's eye sparkles when it's in an area of fog or mist. Activating the talisman enables you to see clearly through fog and mist for 1 minute; any creature concealed only by fog or mist is no longer concealed to you. If such a creature was relying on the concealment to Hide or Sneak, this also means it's no longer hidden or undetected.
Item 1
Price 10 gp
Usage tattooed on the body; Bulk —
Category Tattoo
Common among fatalists and adventurers with access to resurrection magic, mortal chronicles look like tombstones, funeral plaques, or simple scrolls bearing the wearer's name or nickname. If you die, the date and cause of your death appear on the tattoo. The cause is literal and inexact, failing to identify specifics; it could read "beheaded" or "immolated" but not "beheaded by Niroudroun" or "murdered with fire. " If you're raised from the dead, a mark on the tattoo indicates the date you reversed your death. The tattoo then expands enough to list your next death when it comes.
Treasure Vault, page 121.
Item 4
Price 20 gp
Usage affixed to armor; Bulk —
Activate envision; Trigger You are reduced to 0 Hit Points by damage but not immediately killed; Requirements You are an expert in Fortitude saves.
Category Talisman
This small golden coin is usually stamped with the image of a boar or other resilient creature. If the triggering damage would cause you to become dying 2 (typically due to a critical hit or your critical failure), you become dying 1 instead. In addition, for 10 minutes, you die from the dying condition at dying 5, rather than dying 4.
Treasure Vault, page 94.
Item 7
Price 720 gp; Ammunition mortar round (5 gp, 1 Bulk)
Usage mounted (black powder); Space 25 feet high, 25 feet long, 15 feet wide
Crew 3 to 4
AC 20; Fort +15, Ref +8
Hardness 12, HP 40 (BT 20); Immunities object immunities
Speed 20 feet (pulled or pushed)A mortar fires its shells at a high angle, allowing it to bypass obstacles and strike from above. A crew typically sets up such a weapon behind a wall or in another hard-to-access area to protect themselves while retaining full functionality.
Due to the steep angle of its arc, such mortars are especially useful when opposing barricaded targets.
Guns & Gears, page 176.
Item 0
Price 1 sp
Category Pet
No entries found.
LOTG, page 103.
Item 15
Usage placed on a surface; Bulk L
Category Held
This item appears to be and functions as a portable hole (page 115), but it's actually the maw of an alien extradimensional creature akin to and older than a bag of devouring. Any animal or vegetable matter put in the hole has a chance of triggering the creature's interest. Whenever you reach into the hole to retrieve an item or place an animal or plant product within the bag, roll a DC 11 flat check. On a success, the hole ignores the intrusion. On a failure, the mother maw devours the triggering material, removing it from existence.
The maw can't eat artifacts. If the triggering material isn't entirely inside the maw, such as when someone reaches inside, the mother maw attempts to pull it completely inside using a Grapple action with a +28 Athletics bonus. On a success, it devours the victim or object.
Whenever the maw critically fails the Athletics check, it regurgitates one creature or object it previously devoured. The condition of the vomited creature or object depends on its resilience and the time it has spent inside the maw. Typically, the maw spews forth items it finds difficult to digest, such as those made of adamantine or protected by magic. It can and does regurgitate remains, though.
Treasure Vault, page 192.
Item 16
Price 10,000 gp
Usage held in 1 hand
Category Structure
This tiny, carved walnut shell contains a sacred mountain within. You can only activate mountain to the sky on an unoccupied patch of earth or soil. When activated, the walnut transforms into an impossibly steep mountain, 5,000 feet tall and 100 feet wide at the base. Climbing the mountain requires 8 hours and a successful DC 35 Athletics check. After activating it, if you climb to the top of the mountain without any assistance from flight or magic, the mountain plane shifts you to Heaven when you reach the summit. You can return the mountain to the sky into the shape of a walnut shell as a 1-minute activity, which has the concentrate and manipulate traits, so long as no living creatures are present on the mountain.
LOL, page 48.
Item 0
Price 1 cp
Category Pet
No entries found.
LOTG, page 103.
Snare 10
Price 170 gp
Category Snare
Fired clay covers a pit of thin mud interspersed with fragile vials of blue dragon blood. The first creature to step into the square breaks through the clay and sinks into the pit, fracturing the vials and rapidly hardening the mud as it touches the blue dragon blood. That creature must attempt a DC 29 Fortitude save as the mud hardens over its legs.
Critical Success The creature is unaffected.Success The creature takes a –5-foot circumstance penalty to its Speed for 1 minute or until it Escapes (DC 27).Failure The creature is stunned 2, and it takes a –10-foot circumstance penalty to its Speed for 1 minute or until it Escapes (DC 27).Critical Failure The creature is stunned 3, and it's immobilized for 1 minute or until it Escapes (DC 27).Craft Requirements Supply 75 gp worth of refined blue dragon blood.
LOTGB, page 15.
Item
Price 1 cp
Bulk —
Hands 1
Category Adventuring Gear
No entries found.
Core Rulebook, page 288.
Item 15
Price 1,300 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
A miniature mukradi, its chitin shrunken and pale, is coiled within this jar. Its hollow form grows to a Gargantuan shell when you open the jar. It emits one of three breath weapons, chosen by you. Each creature in the area must attempt a DC 34 basic Reflex save.
Craft Requirements Supply a mukradi corpse (Bestiary 239).
Treasure Vault, page 56.
Item 7
Price 60 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.
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.
Main Item: Messenger MissiveTreasure Vault, page 85.
Item 10
Price 175 gp
Usage affixed to a weapon; Bulk —
Activate command; Requirements You are a master in Perception.
Category Talisman
This talisman is the magically treated corpse of a tiny bat bound in papyrus. When you activate the bat, the affixed weapon detects vibrations around you and guides your perception. You gain the benefits of the fighter Blind-Fight class feat (page 149) for 1 minute.
If you have the Blind-Fight feat, you gain imprecise echolocation with a range of 30 feet for 1 minute. This makes creatures that would be undetected by you because you can't see them hidden instead.
Core Rulebook, page 568.
Item 7
Price 66 gp
Usage affixed to a weapon; Bulk —
Activate command; Trigger You damage a flat-footed creature with a Strike using the affixed weapon; Requirements You are an expert with the affixed weapon.
Category Talisman
This black strand of leather is tied to look like a peace knot when the weapon is stowed, but it doesn't hamper drawing the weapon. When you activate the knot, the creature you damaged takes 1d6 persistent bleed damage.
If you have the Twist the Knife feat, the talisman instead deals persistent bleed damage equal to your sneak attack damage.
Core Rulebook, page 568.
Item
Hands 2
Category Adventuring Gear
Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played.
Type Handheld; Price 8 sp; Bulk 1
Type Virtuoso Handheld; Level 3; Price 50 gp; Bulk 1
A virtuoso instrument gives a +1 item bonus to Performance checks using that instrument.
Type Heavy; Price 2 gp; Bulk 16
Type Virtuoso Heavy; Level 3; Price 100 gp; Bulk 16
A virtuoso instrument gives a +1 item bonus to Performance checks using that instrument.
Core Rulebook, page 288.
Item 5
Price 25 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
Concocted from the formulas provided by otherworldly refugees to Morobiax, mustard powder is rumored to be devastating to entire armies with proper dispersal. Recipes have quickly spread across Falavririak. Mustard powder's sickened condition ends when the poison's other effects do.
Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and dazzled (1 round); Stage 2 2d4 poison damage, dazzled, sickened 1, and unable to smell (1 round); Stage 3 2d6 poison damage, dazzled, sickened 2, and unable to smell (1 round)
Treasure Vault, page 70.
Item 10
Price 180 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
This sludgy concoction is said to be derived from liquefied mutant scales. For 1 hour after you imbibe the potion, your skin warps and mutates to grant you resistance 5 to one type of energy damage. When you first drink the potion, choose either acid, cold, electricity, fire, or sonic damage. The potion starts by granting you resistance against this type of damage. Each time you take damage from one of these listed energy types other than the one you currently resist, your skin mutates, causing you to lose the energy resistance previously granted by this potion and gain resistance to the type of energy by which you were most recently damaged, and the potion's duration decreases by 10 minutes. The resistance shifts only after you take the damage, so it doesn't apply to the first instance of damage.
OoA3, page 77.