Main-gauche
Item
Price 5 sp
Bulk L
Damage 1d4 piercing
Hands 1
Category Martial Melee Weapon; Group Knife
This parrying dagger features a robust guard to protect the wielder's hand.
Core Rulebook, page 281.
60 items, from Mace to Major Brooch of Inspiration.
Mace · Mace Multipistol · Machete · Maefalei Breastplate · Maefalei Half Plate · Maefalei Plate · Maefalias Hornbow · Maekuth's Staff · Maekuth's Staff · Maestro's Chair · Maestro's Instrument · Mage Bane · Magic Wand · Magical Hearing Aids · Magical Lock Fulu · Magical Prosthetic Eye · Magnetic Construction Set · Magnetic Shield · Magnetic Shot · Magnetic Suit · Magnetic Suit · Magnetite Scope · Magnetite Scope · Magnetizing · Magnifying Glass · Magnifying Glass Of Elucidation · Magnifying Scope · Magnifying Scope · Magnolia Bewitching Bloom · Mail of Luck · Main-gauche · Major Ablative Armor Plating · Major Ablative Shield Plating · Major Accursed Staff · Major Acid Flask · Major Addiction Suppressant · Major Addiction Suppressant · Major Alchemist Goggles · Major Alchemist's Fire · Major Alignment Ampoule · Major Alluring Scarf · Major Animal Repellent · Major Animal Staff · Major Antidote · Major Antiplague · Major Armory Bracelet · Major Bagpipes of Turmoil · Major Beast Staff · Major Beastmaster's Sigil · Major Bestial Mutagen · Major Big Rock Bullet · Major Blade Byrnie · Major Blast Boots · Major Blight Bomb · Major Boreal Staff · Major Bottled Lightning · Major Bottled Sunlight · Major Breath Blaster · Major Brightbloom Posy · Major Brooch of Inspiration
Item
Price 1 gp
Bulk 1
Damage 1d6 bludgeoning
Hands 1
Category Simple Melee Weapon; Group Club
With a stout haft and a heavy metal head, a mace is sturdy and allows its wielder to deliver powerful blows and dent armor.
Core Rulebook, page 280.
Item
Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth
Price 13 gp
Bulk 1
Ranged
Traits capacity 3, concussive, fatal d8
Damage 1d4 piercing
Ammunition round; Range 20 ft.; Reload 1
Group Firearm
Hands 1
Category Martial Ranged Weapon
At first glance this weapon looks like nothing more than an iron-bound club. But the top of the weapon features a latch that opens to reveal three rotating pistol muzzles concealed in the mace's head that can be fired and rotated using triggers built into the weapon's haft.
Guns & Gears, page 158.
Item
Price 7 sp
Bulk L
Damage 1d8 slashing
Hands 1
Category Martial Melee Weapon; Group Sword
This medium-length sword has a wide, gently curved blade and long grip. Though it's typically used to hack through heavy foliage, the machete can also b used as a deadly weapon.
Treasure Vault, page 25. Originally in LOGM.
Item 1
Access A character who is a member of the Moribaetond has access to this option.
Price 10 gp
Bulk 1
AC Bonus +4; Dex Cap +1
Strength 16; Check Penalty –-2; Speed Penalty –5 ft.
Category Medium Armor; Group Plate
Moribaetond wear a variety of armors decorated with designs specific to the order. Maefalei half plate is the armor of choice for Maefalei signifiers, and Maefalei breastplate serves those in the order who lack the training to wear heavy armor.
A character who is a member of the Moribaetond has access to these uncommon armors.
Treasure Vault, page 9.
Item 1
Access A character who is a member of the Moribaetond has access to this option.
Price 20 gp
Bulk 3
AC Bonus +5; Dex Cap +1
Strength 16; Check Penalty –-3; Speed Penalty –10 ft.
Category Heavy Armor; Group Plate
Moribaetond wear a variety of armors decorated with designs specific to the order. Maefalei half plate is the armor of choice for Maefalei signifiers, and Maefalei breastplate serves those in the order who lack the training to wear heavy armor.
A character who is a member of the Moribaetond has access to these uncommon armors.
Treasure Vault, page 9.
Item 2
Access A character who is a member of the Moribaetond has access to this option.
Price 35 gp
Usage worn armor; Bulk 4
AC Bonus +6; Dex Cap +0
Strength 18; Check Penalty –3; Speed Penalty –10 ft.
Category Heavy Armor; Group Plate
Moribaetond wear a variety of armors decorated with designs specific to the order. Maefalei half plate is the armor of choice for Maefalei signifiers, and Maefalei breastplate serves those in the order who lack the training to wear heavy armor.
A character who is a member of the Moribaetond has access to these uncommon armors.
Few armors in the Graikitain Sea region are as memorable as the iconic Maefalei plate. While each order has its own flourishes, Maefalei plate is instantly recognizable to any who know of the Moribaetond.
Moribaetond go to extreme measures to punish non-Moribaetond who get their hands on Maefalei plate, and the reward is not usually worth the risk, since for non-Moribaetond, the armor is functionally similar to full plate.
— LOCG, page 80.
Treasure Vault, page 9. Originally in LOCG.
Item
Price 11 gp
Bulk 2
Damage 1d8 piercing
Range 40 ft.; Reload 0
Hands 1+
Category Advanced Ranged Weapon; Group Bow
These immense bows are traditionally made from the horns of great beasts, though modern residents of Vraigraem, the northernmost nation in Moutriavriam, often use composite materials or even small trees as the weapon's base. While Maefalias hornbows have a shorter range than other bows, they make up for it by focusing the power of the longbow at a short distance and can be used from horseback—perfect for the skirmishing fighting style of mounted Maefalias troops. While it's difficult for those in Khaigraik to get their hands on these Maefalias weapons, a small warband of beast-riding orcs from the Zeshai managed to arm themselves with Maefalias hornbows and cut a bloody swathe through adventurers and neighboring militaries alike for several years before they were finally defeated via a desperate ambush. The stories of that warband spread, causing Khaigraiki adventurers with little knowledge of Moutriavriam to associate the bows with orcs. Maefalias characters have access to the Maefalias hornbow.
LOTGB, page 107.
Item 4+
Usage held in 1 hand; Bulk 1
Category Staff
This polished wooden staff bears a swirling motif reminiscent of the folds of a brain. While wielding the staff, you gain a +2 circumstance bonus to checks to identify mental magic.
Type maekuth's staff; Level 4; Price 90 gp
Type greater maekuth's staff; Level 8; Price 450 gp
Type major maekuth's staff; Level 12; Price 1,800 gp
Craft Requirements Supply one casting of all listed levels of all listed spells.
Core Rulebook, page 592.
Item 4
Price 90 gp
Usage held in 1 hand; Bulk 1
Category Staff
This polished wooden staff bears a swirling motif reminiscent of the folds of a brain. While wielding the staff, you gain a +2 circumstance bonus to checks to identify mental magic.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Maekuth's StaffCore Rulebook, page 592.
Item 7
Price 350 gp
Bulk 6
Category Wheelchair Assistive Item
A maestro's chair is a traveler's chair with the impulse control upgrade (see below) and a small pipe organ installed into the frame. You can use the maestro's chair to make Performance checks in the same manner that you could use any mundane instrument, using both of your hands. When you make a Performance check using your chair, you gain a +1 item bonus to the check.
LOTGB, page 70.
Item 3+
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.
Type lesser; Level 3; Price 60 gp
Type moderate; Level 10; Price 900 gp
The item bonus is +2, and the charm spell is 4th level (DC 27).
Type greater; Level 18; Price 19,000 gp
The item bonus is +3, and the charm spell is 8th level (DC 38).
Craft Requirements You must supply a casting of charm of the appropriate level.
Core Rulebook, page 574.
Item 12
Price 325 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
Upon being mixed and injected into the bloodstream, this powder of the crimson orchid quickly assaults the brain and nerves, disrupting the victim's ability to piece together coherent thoughts and spells.
Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 mental damage and stupefied 2 (1 round); Stage 2 3d6 mental damage and stupefied 3 (1 round); Stage 3 4d6 mental damage and stupefied 4 (1 round)
Item 3+
Usage held in 1 hand; Bulk L
Category Wand
This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.
Type 1st-level spell; Level 3; Price 60 gp
Type 2nd-level spell; Level 5; Price 160 gp
Type 3rd-level spell; Level 7; Price 360 gp
Type 4th-level spell; Level 9; Price 700 gp
Type 5th-level spell; Level 11; Price 1,500 gp
Type 6th-level spell; Level 13; Price 3,000 gp
Type 7th-level spell; Level 15; Price 6,500 gp
Type 8th-level spell; Level 17; Price 15,000 gp
Type 9th-level spell; Level 19; Price 40,000 gp
Craft Requirements Supply a listed-level casting of the spell.
Core Rulebook, page 597.
Item 1
Price 5 gp
Usage worn
Category Hearing Assistive Item
These curved hearing aids hook over the top and sit behind your ear, with a receiver that fits into the ear opening. The external part of the device detects sound waves and, using divination magic, transfers them down the receiver and into your ear. You can wear one or two depending on your hearing loss, and you can turn your hearing aids on or off using an Interact action.
LOTGB, page 68.
Item 4
Price 15 gp
Usage affixed to a door, window, or container
Category Consumable
Duration 1 hour The symbols on this fulu depict a lock and winding chains. Affixing this fulu over the seam or frame of the target locks it, even if it has no latch or existing lock.
As many as nine fulus can be applied to the same target. One fulu equates a poor lock (DC 15), three a simple lock (DC 20), and nine an average lock (DC 25).
Secrets of Magic, page 160.
Item 1
Price 5 gp
Usage worn; Bulk L
Category Worn Item
This prosthetic eye converts visible light into a telepathic signal that is relayed to the wearer's mind using divination magic. As the wearer's mind must process the telepathic signal in the same way as it would a nerve impulse, the acuity and other abilities related to the vision provided by the magical prosthetic eye matches that of other members of your ancestry (for instance, a goblin with a magical prosthetic eye would be able to see in darkvision, while a human wearing the same prosthetic would need illumination). You can remove or replace a magical prosthetic eye using an Interact action.
Treasure Vault, page 107.
Item 1
Price 2 gp
Usage held in 2 hands; Bulk L
Category Held
This collection of small magnets and metal rods comes in a wooden box. The magnets are strong enough to firmly cling to metal objects but too weak to move or suspend them. The metal rods are a quarter of an inch in diameter and vary in length from 3 to 6 inches. If connected with the magnets, these rods can be used to build flimsy shapes and structures, which collapse if external weight or pressure is applied.
LOTGB, page 58.
Item 5
Price 130 gp
Usage held in 1 hand; Bulk 1
Activate Interact
Category Held
Copper rings spiral around this steel shield. Twin electrical probes near the grip can socket into a jar of moderate (or higher leveled) bottled lightning, which takes 3 Interact actions to install. A loaded magnetic shield can be activated to convert it into an electromagnet. When an activated magnetic shield is raised, the circumstance bonus increases by 1 against attacks made with weapons primarily made of metal. If you use a Shield Block against a creature attacking you with such a weapon, you also gain a +1 item bonus to Disarm attempts against that weapon until the end of your next turn. The shield remains charged for 3 rounds, consuming the bottled lightning, and once the reaction has begun it can't be deactivated.
Treasure Vault, page 64.
Item 7+
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.
Type lesser; Level 7; Price 60 gp
The ammunition grants a +1 circumstance bonus to the attack roll, deals two additional weapon damage dice, and is deadly d8.
Type moderate; Level 12; Price 360 gp
The ammo grants a +1 circumstance bonus to the attack roll, deals three additional weapon damage dice, and is deadly d10.
Type greater; Level 17; Price 2,200 gp
The ammunition grants a +2 circumstance bonus to the attack roll, deals four additional weapon damage dice, and is deadly d12.
Treasure Vault, page 82.
Item 4+
Usage worn over armor and clothes; Bulk 1
Activate Interact
Category Consumable
This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or repel.
While set to attract, you take a –1 item penalty to your AC against attacks made by metal weapons, while creatures within a 5-foot emanation other than you gain a +1 item bonus to their AC. If set to repel, you gain a +1 item bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +1 item bonus to Athletics checks to Climb metal objects and Grapple metal creatures and a –1 item penalty to Athletics checks to Shove metal creatures. While repelling metal, you gain a +1 item bonus to Athletics checks to Shove metal creatures, but you take a –1 item penalty to Climb metal objects and Grapple metal creatures.
Type magnetic suit; Level 4; Price 20 gp
Type greater magnetic suit; Level 10; Price 200 gp
The area that gains an AC bonus when attracting is a 10-foot emanation, and the item bonuses and penalties increase from 1 to 2.
Type major magnetic suit; Level 16; Price 2,000 gp
The area that gains an AC bonus when attracting is a 20-foot emanation, and the item bonuses and penalties increase from 1 to 3.
Guns & Gears, page 71.
Item 4
Price 20 gp
Usage worn over armor and clothes; Bulk 1
Activate Interact
Category Consumable
This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or repel.
While set to attract, you take a –1 item penalty to your AC against attacks made by metal weapons, while creatures within a 5-foot emanation other than you gain a +1 item bonus to their AC. If set to repel, you gain a +1 item bonus to AC against attacks made with metal weapons. While attracting metal, you gain a +1 item bonus to Athletics checks to Climb metal objects and Grapple metal creatures and a –1 item penalty to Athletics checks to Shove metal creatures. While repelling metal, you gain a +1 item bonus to Athletics checks to Shove metal creatures, but you take a –1 item penalty to Climb metal objects and Grapple metal creatures.
Main Item: Magnetic SuitGuns & Gears, page 71.
Item 9+
Usage attached
Category Scope Customization
More of a field projector than a scope, this small cylinder of magnetite has been enchanted to spread and accelerate the shrapnel of a scatter weapon further than the weapon's natural capabilities. Furthermore, some of the floating magnetite inside the scope's structure can help you when attempting to determine the your allies' locations. The magnetite scope grants you a +2 item bonus to Survival checks to Sense Direction when using the scope to assist you in navigating. This scope can only be attached to firearms with the scatter trait.
Type magnetite Scope; Level 9; Price 800 gp
Type greater magnetite Scope; Level 17; Price 16,000 gp
The item bonus is +3, and activating the scope increases the scatter radius by 10 feet.
Guns & Gears, page 181.
Item 9
Price 800 gp
Usage attached
Category Scope Customization
More of a field projector than a scope, this small cylinder of magnetite has been enchanted to spread and accelerate the shrapnel of a scatter weapon further than the weapon's natural capabilities. Furthermore, some of the floating magnetite inside the scope's structure can help you when attempting to determine the your allies' locations. The magnetite scope grants you a +2 item bonus to Survival checks to Sense Direction when using the scope to assist you in navigating. This scope can only be attached to firearms with the scatter trait.
Guns & Gears, page 181.
Rune 10
Price 900 gp
Usage etched onto metal armor
Category Rune
This rune alters the magnetic polarity of your armor, making other metal items drawn to it ever so slightly. You can amplify the magnetic power of the armor to keep another creature from getting away from you.
This Activation might work on some creatures partially made of metal, such as those with metal scales, as determined by the GM. Likewise, the GM might determine some metal creatures are non-magnetic, depending on the metal they're made of.
Treasure Vault, page 13.
Item 3
Price 40 gp
Bulk —
Hands 1
Category Adventuring Gear
This quality handheld lens gives you a +1 item bonus to Perception checks to notice minute details of documents, fabric, and the like.
Core Rulebook, page 288.
Item 5
Price 125 gp
Usage held in 1 hand
Category Held
These well-aged wooden magnifying glasses are engraved with a variety of runes. Each is imbued with a specific language.
When you use a magnifying glass to examine writing of its imbued language, it translates the writing into a language Urban Garden Wares you understand. For example, an elf who speaks only Elven using a magnifying glass of elucidation imbued with Dwarven would see Dwarven writing as Elven when observed through the magnifying glass. The magnifying glass only provides direct translations and doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to Decipher Writing.
Craft Requirements You know the language imbued in the magnifying glass.
LOTGB, page 110.
Item 3+
Usage attached
Category Scope Customization
These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to visual Perception checks to Seek creatures through the scope.
Type magnifying Scope; Level 3; Price 70 gp
Type greater magnifying Scope; Level 9; Price 800 gp
The item bonus is +2, and activating the scope increases the range increment by 10 feet.
Type major magnifying Scope; Level 17; Price 16,000 gp
The item bonus is +3, and activating the scope increases the range increment by 20 feet.
Guns & Gears, page 181.
Item 3
Price 70 gp
Usage attached
Category Scope Customization
These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to visual Perception checks to Seek creatures through the scope.
Guns & Gears, page 181.
Item 6
Price 220 gp
Usage tattooed on the body; Bulk —
Category Tattoo
While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations.
These blooms are colorful, elegant representations of distinct flower species, as determined by its type.
Your ally seems more charming, though no one can pinpoint why. They gain a +1 status bonus to Diplomacy checks for 10 minutes. Once on their next turn, the ally can attempt to draw a creature's attention. To do so, the ally must spend 1 action (which has the emotion, mental, and visual traits) to select a creature the ally can see and make eye contact in a way the target can see. The target must succeed at a DC 20 Will save or be fascinated with your ally until the end of that ally's next turn. If the save succeeds or the effect ends, the target is temporarily immune to being fascinated by any magnolia bewitching bloom for 24 hours.
Main Item: Bewitching BloomTreasure Vault, page 119.
Item 13
Price 2,600 gp
Usage worn armor; Bulk 3
Category Armor
This suit of +2 resilient splint mail has a large, green gemstone inset in a prominent location.
Activating the armor causes the gemstone to turn gray and become inert. You cannot activate the armor again until the stone returns to its original green color. The gem turns green again after 1 week or when a significant foe critically succeeds at an attack roll targeting you. (If an enemy rolls a critical success at an attack against you and you force the attacker to reroll that critical success, that critical success does not recharge the mail of luck.) Even if the armor's power returns before a week has elapsed, it can't be activated more than once per day.
Core Rulebook, page 558.
Item
Price 5 sp
Bulk L
Damage 1d4 piercing
Hands 1
Category Martial Melee Weapon; Group Knife
This parrying dagger features a robust guard to protect the wielder's hand.
Core Rulebook, page 281.
Item 13
Price 600 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 30 temporary Hit Points that last for 1 hour or until lost. Removing the plating early destroys it.
Main Item: Ablative Armor PlatingGuns & Gears, page 66.
Item 13
Price 600 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 30 temporary Hit Points that last for 1 hour or until lost. Removing the plating early destroys it.
Main Item: Ablative Shield PlatingGuns & Gears, page 67.
Item 14
Price 4,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
Iron strips line the body of an accursed staff, capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff, you're empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell's level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Accursed StaffTreasure Vault, page 130.
Item 17
Price 2,500 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
This flask filled with corrosive acid deals 1 acid damage, 4d6 persistent acid damage and 4 acid splash damage. You gain a +3 item bonus to attack rolls.
Main Item: Acid FlaskCore Rulebook, page 544.
Item 14
Price 500 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 +4 item bonus against the ongoing save against the drug's addiction.
Main Item: Addiction SuppressantLOL, page 72.
Item 14
Price 500 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 +4 item bonus.
Special An addiction suppressant has the same rarity as the specific drug it's crafted to suppress.
Main Item: Addiction SuppressantTreasure Vault, page 58.
Item 17
Price 15,000 gp
Usage worn eyepiece; Bulk —
Category Worn Item
These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +3 item bonus to Crafting checks to Craft alchemical items and a +3 item bonus to attack rolls with alchemical bombs. You can also ignore lesser cover when making Strikes with alchemical bombs.
Main Item: Alchemist GogglesCore Rulebook, page 605.
Item 17
Price 2,500 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 +3 item bonus to attack rolls. The bomb deals 4d8 fire damage, 4 persistent fire damage, and 4 fire splash damage.
Main Item: Alchemist's FireCore Rulebook, page 545.
Item 17
Price 3,000 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 +3 item bonus to attack rolls. When major alignment ampoule strikes a creature with a weakness to good, evil, chaos, or law, it deals 3d4 damage and 4 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 16
Price 8,000 gp
Usage held in 1 hand
Category Held
This thin, multicolored scarf shifts between hues in almost dizzying patterns.
The DC is 35. You attempt to fascinate all creatures within 30 feet.
Main Item: Alluring ScarfLOTGB, page 84.
Item 16
Price 1,600 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 35.
Main Item: Animal RepellentTreasure Vault, page 52.
Item 12
Price 1,900 gp
Usage held in 1 hand; Bulk 1
Category Staff
This staff is topped with carved animal and monster heads.
While wielding the staff, you gain a +2 circumstance bonus to Nature checks to identify animals.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Animal StaffCore Rulebook, page 592.
Item 14
Price 675 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 +4 item bonus to Fortitude saving throws against poisons for 6 hours.
When you drink the antidote, you can immediately attempt a saving throw against one poison of 14th level or lower affecting you. If you succeed, the poison is neutralized.
Main Item: AntidoteCore Rulebook, page 546.
Item 14
Price 675 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 +4 item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression.
When you drink the antiplague, you can immediately attempt a saving throw against one disease of 14th level or lower affecting you. If you succeed, you are cured of the disease.
Main Item: AntiplagueCore Rulebook, page 546.
Item 15
Price 6,000 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 +3 greater striking weapon for 1 minute. It reverts to a +2 greater striking weapon afterward.
Main Item: Armory BraceletTreasure Vault, page 153.
Item 12
Price 1,900 gp
Usage held in 2 hands; Bulk 1
Category Coda
While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer's enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to Performance checks and to Intimidation checks made to Demoralize.
The item bonuses are +2.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Bagpipes of TurmoilTreasure Vault, page 136.
Item 15
Price 6,250 gp
Usage held in 1 hand; Bulk 1
Category Staff
The visages of beasts are carved into the painted wood of a beast staff, with a large head on top. When used as a weapon, the staff is a +1 striking staff. While wielding the staff while you have it prepared, you're affected by speak with animals. If you have Wild Empathy, you gain a +1 circumstance bonus on checks using it.
Used as a weapon, the staff is a +2 greater striking staff. The circumstance bonus if you have Wild Empathy is +2.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Beast StaffTreasure Vault, page 130.
Item 9
Price 700 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
This silver disc displays an ever-changing etching of an animal.
When you affix the beastmaster's sigil, the animal settles into a single form based on where you affix it, showing the animal the item can summon when affixed that way. The spell DC of any spell cast by activating this item is 19. A weapon can benefit from only the melee weapon benefit or ranged weapon benefit. A thrown melee weapon gets the melee weapon benefit, and a combination weapon gets only one benefit, which you choose when you affix the spellheart. If it's unclear which one should apply, the GM decides.
The spell DC is 25, the item bonuses are +2, and the bleed damage is 3d6.
Treasure Vault, page 124.
Item 17
Price 3,000 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 +4 item bonus to Athletics checks and unarmed attack rolls. You gain a claw unarmed attack that deals 1d8 slashing damage and has the agile trait and a jaws unarmed attack that deals 1d10 piercing damage. You also gain weapon specialization with the claws and jaws, or greater weapon specialization, if you already have weapon specialization with these unarmed attacks. The duration is 1 hour.
Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves.
Main Item: Bestial MutagenCore Rulebook, page 546.
Item 15
Price 1,150 gp
Ammunition sling bullet
Activate Interact
Category Consumable
A big rock bullet is a sling bullet made of heavy granite, but each piece of ammunition feels much more dense than it appears. When activated, a big rock bullet transforms into a giant rock just before hitting the target. The target takes 12d6 additional bludgeoning damage on a successful hit. Even on a failed attack roll (but not a critical failure), the target takes 6d6 bludgeoning damage. Creatures with the Catch Rock reaction can use it against a big rock bullet.
Main Item: Big Rock BulletLOTGB, page 14.
Item 19
Price 35,000 gp
Usage worn armor; Bulk 1
Category Armor
Instead of chain links, this +1 chain shirt is assembled from metal "leaves" that each resemble a small blade.
Upgrading the runes on the blade byrnie makes the daggers pulled from it more powerful. The daggers have a +2 weapon potency rune if the armor has a +2 armor potency rune, or a +3 weapon potency rune if the armor has a +3 armor potency rune.
The armor is a +3 greater resilient chain shirt. The daggers are +3 greater striking daggers.
Main Item: Blade ByrnieTreasure Vault, page 15.
Item 17
Price 2,750 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 major blast boots, you can High Jump or Long Jump, without the need to Stride first. When you Activate the major blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 80 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 120 feet. Additionally, for 1 minute, the major blast boots remain active, allowing you to clumsily fly through the air for the duration. You gain a 30-foot Fly speed for the duration, but any time you Fly, you are clumsy 1 until the start of your next turn.
Main Item: Blast BootsGuns & Gears, page 67.
Item 17
Price 2,500 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Blight bombs contain volatile toxic chemicals that rot flesh. A major blight bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. You gain a +3 item bonus to attack rolls.
Main Item: Blight BombAdvanced Player’s Guide, page 252.
Item 17
Price 13,500 gp
Usage held in 1 hand; Bulk 1
Category Staff
A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It gives the air around you a distinct chill. When used as a weapon, a boreal staff is a +1 striking staff.
When used as a weapon, this is a +3 greater striking frost staff. The additional cold damage from the activation ignores cold resistance.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Boreal StaffTreasure Vault, page 131.
Item 17
Price 2,500 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 4d6 electricity damage and 4 electricity splash damage. On a hit, the target becomes flat-footed until the start of your next turn. You gain a +3 item bonus to attack rolls.
Main Item: Bottled LightningCore Rulebook, page 545.
Item 18
Price 4,500 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 4d4 positive damage, 4 positive splash damage, and 4d4 additional fire damage.
Main Item: Bottled SunlightBook of the Dead, page 18.
Item 18
Price 24,000 gp
Usage held in 2 hands; Bulk 2
Category Beast Gun Weapon
A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath weapons or the ability to spit energy are occasionally used. The implementation of the dragon's trachea allows the firearm to unleash a torrent of pure energy in the form of gouts of flame or bolts of electricity.
A breath blaster's Strikes deal either acid, cold, electricity, fire, or poison damage, depending on the dragon type or other creature from which it was made, though it can otherwise be used like a normal blunderbuss. A breath blaster also can be activated to fire a line of energy in a 30-foot line or 15-foot cone, chosen when it's created and typically corresponding to the shape of the breath weapon used by the type of dragon or creature from which the breath blaster was created.
In theory, the foundational techniques required to create a breath blaster would allow for other damage types, but such breath blasters would require the trachea from the correct dragon or creature type and additional creation techniques, making such a breath blaster rare rather than uncommon.
Creatures in the area must attempt a DC 24 basic Reflex save (or Fortitude save if the damage is poison).
The major breath blaster's activation deals 10d6 damage, the DC is 38, and the area increases to either a 60-foot line or a 30-foot cone, chosen when it's created. It's a +3 greater striking blunderbuss.
Craft Requirements The initial raw materials must include the trachea of a ritually hunted dragon or other creature with a breath weapon with the appropriate damage type and area (line or cone) for the breath blaster.
Main Item: Breath BlasterGuns & Gears, page 154.
Item 19
Price 36,000 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon.
The spell DC of any spell cast by activating this item is 24.
The spell DC is 41.
Treasure Vault, page 125.
Item 17
Price 12,500 gp
Usage worn
Category Worn Item
This finely cut garnet brooch fills your mind with vigor and occasional bursts of mental clarity. While wearing the brooch, you gain a +1 item bonus to checks to Recall Knowledge with Lore skills.
On this check, you roll twice and take the higher result.
The item bonus is +3 and applies to all checks to Recall Knowledge with any skill. The activation has a frequency of once per 10 minutes, takes only a single action to activate, and you can attempt to Recall Knowledge with any skill.
Main Item: Brooch Of InspirationLOTGB, page 110.