Items: N

46 items, from Naginata to Nunchaku.

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Naginata · Nauseating Snare · Navigator's Star · Necklace Of Broners · Necklace of Fireballs · Necklace of Fireballs · Necklace of Fireballs (Type I) · Necklace of Fireballs (Type II) · Necklace of Fireballs (Type III) · Necklace of Fireballs (Type IV) · Necklace of Fireballs (Type V) · Necklace of Fireballs (Type VI) · Necklace of Fireballs (Type VII) · Necklace Of Strangulation · Necrotic Bomb · Nectar of Purification · Needle Thousand-Pains Fulu · Nemesis Name · Neophyte's Fipple · Net · Net Launcher · Nettleweed Residue · Nevercold · Nevercold · Nightbreeze Machine · Nightmare Cudgel · Nightmare Salt · Nightmare Vapor · Nightpitch · Nightstick · Nine-Ring Sword · Niyaháat · Nodachi · Noisemaker Snare · Noqual · Noqual Armor · Noqual Chunk · Noqual Ingot · Noqual Shield · Noqual Weapon · North Wind's Night Verse · Noxious Incense · Noxious Incense · Noxious Jerkin · Numbing Tonic · Nunchaku

Naginata

Item

uncommon deadly d8 reach versatile p 

Price 3 gp

Bulk 2

Damage 1d8 slashing

Hands 2

Category Martial Melee Weapon; Group Polearm

This 6-foot staff has a 2-foot-long, slightly curved, swordlike blade attached at one end. The long pole helps keep the wielder out of reach of swords and shorter weapons.

Treasure Vault, page 25. Originally in LOGM.

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Nauseating Snare

Snare 6

consumable mechanical poison snare trap 

Price 40 gp

Category Poison

You position particularly foul substances to splash over a creature. The first creature to enter the square must attempt a DC 20 Fortitude saving throw.

Critical Success The creature is unaffected.Success The creature becomes sickened 1.Failure The creature becomes sickened 2.Critical Failure The creature becomes sickened 3.

Advanced Player’s Guide, page 256.

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Necklace Of Broners

Item 2

uncommon conjuration invested magical 

Access follower of Grobreil

Price 25 gp

Usage worn

Category Worn Item

This necklace strung with miniature stone throwing broners.

As long as you wear it, you are never without a weapon, a crude surgical tool, or stake for a vampire, if necessary in following Grobreil's teachings.

Activate [>] Interact; Effect You pluck a miniature knife from the necklace, and it grows into a normal stone, steel, or wooden dagger for as long as you hold it, fading away 1 round after it leaves your hand. No matter how many broners you pull from the necklace, you never seem to deplete them. Wooden daggers from the necklace are as effective as ordinary steel daggers and can be useful to stake vampires.

LOGM, page 123.

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Necklace of Fireballs

Item 5

evocation magical 

Price 44 gp

Usage worn

Category Worn Item

This hemp string has several lustrous, red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads. There's one large sphere and two smaller ones. You can use the beads one at a time to create magical fireballs. When all the beads are gone, the necklace becomes a non-magical hemp string.

Pluck a Sphere [>] (manipulate); Effect You detach a sphere from the necklace, causing it to glow with orange light. If you or anyone else hurls it (an Interact action with the ranged trait), it detonates where it lands in a 20-foot burst. A large sphere deals 6d6 fire damage, and a small one deals 4d6 fire damage. Any creature in the area must attempt a DC 21 basic Reflex save. Your toss can place the center of the fireball anywhere within 70 feet. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead.

Beginner Box, page 55.

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Necklace of Fireballs

Item 5+

evocation invested magical 

Usage worn; Bulk —

Category Worn Item

This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads.

Numerous varieties of the necklace of fireballs exist. Each has a different basic Reflex save DC and includes a combination of spheres dealing different amounts of damage, as listed for each type below. When all the beads are gone, the necklace becomes a non-magical hemp string.

Activate [>] Interact; Effect You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact action with the ranged trait), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead.

Type I; Level 5; Price 44 gp

One 6d6, two 4d6 (DC 21)

Type II; Level 7; Price 115 gp

One 8d6, one 6d6, two 4d6 (DC 25)

Type III; Level 9; Price 300 gp

One 10d6, two 8d6, two 6d6 (DC 27)

Type IV; Level 11; Price 700 gp

One 12d6, two 10d6, three 8d6 (DC 30)

Type V; Level 13; Price 1,600 gp

One 14d6, two 12d6, four 10d6 (DC 32)

Type VI; Level 15; Price 4,200 gp

One 16d6, three 14d6, four 12d6 (DC 36)

Type VII; Level 17; Price 9,600 gp

One 18d6, three 16d6, five 14d6 (DC 39)

Core Rulebook, page 613.

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Necklace of Fireballs (Type I)

Item 5

evocation invested magical 

Price 44 gp

Usage worn; Bulk —

Category Worn Item

This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads.

This necklace has one 6d6 and two 4d6 beads with a DC 21 basic Reflex save. When all the beads are gone, the necklace becomes a non-magical hemp string.

Activate [>] Interact; Effect You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact action with the ranged trait), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead.
Main Item: Necklace of Fireballs

Core Rulebook, page 613.

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Necklace of Fireballs (Type II)

Item 7

evocation invested magical 

Price 115 gp

Usage worn; Bulk —

Category Worn Item

This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads.

This necklace has one 8d6, one 6d6 and two 4d6 beads with a DC 25 basic Reflex save. When all the beads are gone, the necklace becomes a non-magical hemp string.

Activate [>] Interact; Effect You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact action with the ranged trait), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead.
Main Item: Necklace of Fireballs

Core Rulebook, page 613.

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Necklace of Fireballs (Type III)

Item 9

evocation invested magical 

Price 300 gp

Usage worn; Bulk —

Category Worn Item

This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads.

This necklace has one 10d6, two 8d6 and two 6d6 beads with a DC 27 basic Reflex save. When all the beads are gone, the necklace becomes a non-magical hemp string.

Activate [>] Interact; Effect You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact action with the ranged trait), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead.
Main Item: Necklace of Fireballs

Core Rulebook, page 613.

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Necklace of Fireballs (Type IV)

Item 11

evocation invested magical 

Price 700 gp

Usage worn; Bulk —

Category Worn Item

This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads.

This necklace has one 12d6, two 10d6 and three 8d6 beads with a DC 30 basic Reflex save. When all the beads are gone, the necklace becomes a non-magical hemp string.

Activate [>] Interact; Effect You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact action with the ranged trait), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead.
Main Item: Necklace of Fireballs

Core Rulebook, page 613.

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Necklace of Fireballs (Type V)

Item 13

evocation invested magical 

Price 1,600 gp

Usage worn; Bulk —

Category Worn Item

This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads.

This necklace has one 14d6, two 12d6 and four 10d6 beads with a DC 32 basic Reflex save. When all the beads are gone, the necklace becomes a non-magical hemp string.

Activate [>] Interact; Effect You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact action with the ranged trait), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead.
Main Item: Necklace of Fireballs

Core Rulebook, page 613.

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Necklace of Fireballs (Type VI)

Item 15

evocation invested magical 

Price 4,200 gp

Usage worn; Bulk —

Category Worn Item

This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads.

This necklace has one 16d6, three 14d6 and four 12d6 beads with a DC 36 basic Reflex save. When all the beads are gone, the necklace becomes a non-magical hemp string.

Activate [>] Interact; Effect You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact action with the ranged trait), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead.
Main Item: Necklace of Fireballs

Core Rulebook, page 613.

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Necklace of Fireballs (Type VII)

Item 17

evocation invested magical 

Price 9,600 gp

Usage worn; Bulk —

Category Worn Item

This string of beads appears to be a hemp string with lustrous red beads of various sizes hanging from it. When activated, it briefly appears in its true form: a golden chain with golden spheres attached by fine threads.

This necklace has one 18d6, three 16d6 and five 14d6 beads with a DC 39 basic Reflex save. When all the beads are gone, the necklace becomes a non-magical hemp string.

Activate [>] Interact; Effect You detach a sphere from the necklace, causing it to glow with orange light. After you activate a sphere, if you or anyone else hurls it (an Interact action with the ranged trait), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion you might need to make an attack roll if the throw is unusually challenging. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead.
Main Item: Necklace of Fireballs

Core Rulebook, page 613.

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Necklace Of Strangulation

Item 15

rare cursed invested magical transmutation 

Usage worn necklace; Bulk L

Category Worn Item

This beautiful necklace appears to be a magical item such as a necklace of fireballs or a pendant of the occult. When invested, it magically locks in place, suspiciously tightly, and fuses to you. When you enter a situation of extreme stress (as determined by the GM), the necklace tightens around your neck, suffocating you (Core Rulebook 478) and dealing 30 bludgeoning damage to you at the end of each of your turns.

Once per round, you can spend a single action to attempt a DC 34 Athletics check or Fortitude save; success means you don't take the damage on your current turn, but you continue suffocating. The necklace loosens after you've been dead for a month.

Gamemastery Guide, page 91.

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Necrotic Bomb

Item 1+

alchemical bomb consumable negative splash 

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.

Type lesser; Level 1; Price 3 gp

The bomb deals 1d6 negative damage and 1 negative splash damage. On a critical hit, the target is sickened 1.

Type moderate; Level 3; Price 10 gp

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.

Type greater; Level 11; Price 250 gp

You gain a +2 bonus to attack rolls. The bomb deals 3d6 negative damage and 3 negative splash damage. On a critical hit, the target is sickened 3.

Type major; Level 17; Price 2,500 gp

You gain a +3 bonus to attack rolls. The bomb deals 4d6 negative damage and 4 negative splash damage. On a critical hit, the target is sickened 4.

Abomination Vaults #3: Eyes of Empty Death, page 74.

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Nectar of Purification

Item 1

consumable magical necromancy oil 

Price 3 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Oil

A shimmering liquid, nectar of purification is often stored in bottles similar to those used for vinegar. This oil casts a 1st-level purify food and drink spell over any food or drink onto which it's poured. The nectar evaporates as it takes effect, leaving the taste and texture of the food or drink unaltered.

Core Rulebook, page 561.

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Needle Thousand-Pains Fulu

Item 11

uncommon consumable fulu magical necromancy 

Price 270 gp

Usage affixed to a creature; Bulk —

Duration 1 minute

Category Consumable

Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu's type.

Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu's duration.

Picking up this white fulu feels like you've stabbed your hand with a pin. The DC is 27, and the fulu deals 7d6 piercing damage as hair, nails, and connective tissues stab inward. On a failure or critical failure, if the target then takes an action with the move trait, it takes 2d6 persistent piercing damage.

Main Item: Thousand-Pains Fulu

Treasure Vault, page 79.

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Nemesis Name

Item 9

enchantment invested magical tattoo 

Price 650 gp

Usage tattooed on the body; Bulk —

Category Tattoo

You want revenge badly enough that you tattoo your nemesis's name in a place you can easily see to remember your vow to settle the score. Anyone who sees the tattoo senses your hatred of the named being. Receiving a new nemesis name makes any you already have non-magical.

You gain a +2 status bonus to damage rolls against the creature named on your tattoo, but this nemesis gains a +1 status bonus to damage rolls against you.

Activate [>] command (mental); Frequency once per round; Requirements You can see your nemesis, and they're within 30 feet of you; Effect You focus your hatred into a mental scream. Your nemesis takes 3d6 mental damage, which they can resist with a basic DC 26 Will save. You take half as much damage as your nemesis does, and you can't reduce this damage in any way.

Treasure Vault, page 121.

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Neophyte's Fipple

Item 3

consumable illusion magical 

Price 8 gp

Usage held in 2 hands; Bulk L

Activate [>] Perform; Requirements You are untrained in

Category Consumable

Performance.

Made of polished wood, a neophyte's fipple is a block flute enchanted to guarantee melodic sound. When you Perform a song on the fipple to Activate it, your ability modifier, proficiency bonus, and item bonus for the Performance check total +7, regardless of what they would normally be. Add other bonuses and penalties to the check normally. Once the magic is used, the fipple remains as a mundane instrument.

Treasure Vault, page 97.

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Net

Item

Price 1 gp

Bulk 1

Hands 2

Category Adventuring Gear

You can use a net either on its own or attached to a rope. When attached to a rope, you can use the net to Grapple a Medium or smaller creature up to 10 feet away (instead of only adjacent creatures). You can continue to Grapple to keep your hold on the target so long as the target remains within 10 feet and you continue to hold the net. The grabbed creature gains a +2 circumstance bonus to Escape unless you are adjacent to them, and it can attempt a DC 16 Athletics check to Force Open the net entirely. Once the target is no longer grabbed, the net is unwieldy until refolded as a Concentrate action that requires two hands; if used without being refolded, Grapple checks made with the net take a –2 penalty.

When the net is unattached, you can attempt a ranged attack roll against a Medium or smaller creature within 20 feet. On a hit, the target is flat-footed and takes a –10- foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also immobilized until it Escapes. The Escape DC is 16. A creature adjacent to the target can Interact to remove the net.

Advanced Player’s Guide, page 248.

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Net Launcher

Item 1

rare 

Price 16 gp

Usage held in 2 hands; Bulk 1

Category Held

This wide, hollow tube is two to three feet long and fires an unattached net at much greater range than one can be thrown.

A net launcher can be wielded while propped up on your shoulder or cradled under your arm. A net must be carefully folded to be launched without tangling. Properly loading a net into a net launcher takes 1 minute. A net fired with a net launcher can target a Medium or smaller creature within 40 feet, rather than 20 feet.

Guns & Gears, page 65.

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Nettleweed Residue

Item 8

alchemical consumable contact poison 

Price 75 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Poison

Concentrated sap of stinging weeds makes an effective toxin.

Saving Throw DC 27 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 8d6 poison damage (1 minute); Stage 2 10d6 poison damage (1 minute); Stage 3 13d6 poison damage (1 minute)

Core Rulebook, page 553.

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Nevercold

Item 10+

catalyst consumable magical 

Usage held in 1 hand; Bulk L

Activate Cast a Spell (add 1 action)

Category Consumable

Nevercold, sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the Kaineizex. True to its name, nevercold remains warm to the touch. If you use nevercold to cast fire shield, the spell's duration increases by 1 minute, the cold resistance you gain from it lasts 1 hour, and you're protected from the effects of severe cold for 8 hours.

Type nevercold; Level 10; Price 180 gp

The catalyst affects 4th‑level fire shield.

Type compressed nevercold; Level 14; Price 720 gp

The catalyst affects 6th‑level or lower fire shield, and the protection from severe cold lasts 24 hours.

Type refined nevercold; Level 18; Price 3,600 gp

The catalyst affects 8th‑level or lower fire shield, and the protection from severe cold lasts 24 hours.

Treasure Vault, page 75.

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Nevercold

Item 10

catalyst consumable magical 

Price 180 gp

Usage held in 1 hand; Bulk L

Activate Cast a Spell (add 1 action)

Category Consumable

Nevercold, sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the Kaineizex. True to its name, nevercold remains warm to the touch. If you use nevercold to cast fire shield, the spell's duration increases by 1 minute, the cold resistance you gain from it lasts 1 hour, and you're protected from the effects of severe cold for 8 hours.

The catalyst affects 4th‑level fire shield.

Main Item: Nevercold

Treasure Vault, page 75.

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Nightbreeze Machine

Item 5

uncommon air clockwork 

Price 125 gp

Bulk 4

Category Adventuring Gear

The nightbreeze machine can turn a scorching hot room into a comfortable one with just the pull of a lever. Its outer shell is a brass cube half as tall as the average human that houses a series of flat metal "blades" in a circular arrangement. When placed on a flat surface, a creature within reach can Interact to flip the lever, turning the machine on. When the machine is active, the blades begin to spin rapidly, setting the air in the room into motion, which cools off the room's inhabitants. A front-mounted metal grate prevents anyone from coming into accidental contact with the spinning blades without impeding airflow.

The nightbreeze machine was recently commissioned by Geiraikrix, Keeper of the First Law, leader of the nation of Laibrom.

He tasked the country's brightest inventors with creating devices that would, in his words, "Ensure that no mortal need fear death from the desert heat." This machine was the first creation to come out of this consolidated engineering effort, but it won't be the last.

A nightbreeze machine can affect an enclosed area of no more than 50 feet by 50 feet and has negligible effect when used in a larger enclosed area or outside. While active, it reduces the effects of severe heat by one step to mild heat, and reduces extreme heat to severe heat (Core Rulebook page 518). A nightbreeze machine isn't powerful enough to reduce the effects of incredible heat, though fortunately such heat isn't found naturally in the deserts of Laibrom. A nightbreeze machine runs for 8 hours, after which it must be wound in a process that takes 10 minutes to complete. The 8 hours of activity don't have to be consecutive.

Guns & Gears, page 88.

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Nightmare Cudgel

Item 11

uncommon invested magical 

Price 1,000 gp

Usage held in 1 hand; Bulk 1

Category Held

Crafted from polished wood, this seemingly mundane +1 striking club comes with a red leather strap near the handle. The mere sight of the cudgel in a guard's hand fills prisoners with dread.

Activate [>>] Interact (mental, emotion); Effect You initiate an intimidating walk, thumping the cudgel menacingly against your palm. As part of activating this item, you can Stride twice. For the next minute, whenever you successfully Strike a creature with the nightmare cudgel, you can use a free action to attempt an Intimidation check to Demoralize the struck creature.

AoE5, page 78.

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Nightmare Salt

Item 20

rare alchemical consumable ingested poison 

Price 14,000 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Poison

This potent poison consists of crystals whose flavor and appearance mimics edible salt but whose effects are deadly; victims experience periods of waking nightmares that overload the senses and eventually result in death through a combination of shock and exhaustion.

Saving Throw DC 43 Fortitude; Onset 1 hour; Maximum Duration 5 days; Stage 1 frightened 2 once every 1d4 hours, plus fatigued (1 day); Stage 2 confused for 1 minute once every 1d4 hours, plus frightened 3 and fatigued (1 day); Stage 3 frightened 3, plus confused for 1d4 minutes, once every hour, plus fatigued (1 day); Stage 4 death

Treasure Vault, page 70. Originally in AoA5.

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Nightmare Vapor

Item 16

alchemical consumable inhaled poison 

Price 1,400 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

Purportedly sourced from any number of outlandish locales, nightmare vapor is most often created by boiling the sweat collected from humanoids caught in the throes of terrible nightmares.

Saving Throw DC 36 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 confused (1 round); Stage 2 confused and flat-footed (1 round); Stage 3 confused, flatfooted, and stupefied 2 (1 round)

Core Rulebook, page 553.

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Nightpitch

Item 5

catalyst consumable magical 

Price 60 gp

Usage held in 1 hand; Bulk L

Activate Cast a Spell

Category Consumable

A pellet of tar mixed with the fur of a nocturnal creature, such as a bat, nightpitch used to cast a darkness spell makes the area of the darkness difficult terrain.

Treasure Vault, page 75.

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Nightstick

Item 0

uncommon agile finesse nonlethal parry 

Price 1 gp

Bulk L

Damage 1d4 bludgeoning

Hands 1

Category Simple Melee Weapon; Group Club

This collapsible baton consists of several nested, telescoping metal shafts that can be extended as a free action by flicking the wrist. Once extended to its full length (usually around 2 feet), the baton locks into shape until the wielder uses an Interact action to collapse it—a collapsed nightstick is 8 inches long, making it easily concealed.

Lighter and more maneuverable than an ordinary club or truncheon, nightsticks are designed to subdue foes without causing permanent injury. A nightstick is an uncommon simple melee weapon.

AoE1, page 78.

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Nine-Ring Sword

Item

uncommon disarm 

Price 9 sp

Bulk 1

Damage 1d8 slashing

Hands 1

Category Martial Melee Weapon; Group Sword

This sword has a broad blade, along which are threaded nine heavy metal rings. The rings add weight to the weapon for downward swings, as well as clashing together to make noise.

LOGM, page 120.

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Niyaháat

Item

laminar 

Price 5 gp

Bulk 2

AC Bonus +3; Dex Cap +2

Strength 14; Check Penalty –-2; Speed Penalty –5 ft.

Category Medium Armor; Group Skeletal

Kiadok communities deep in the Crown of the World, where wood is hard to come by, fashion armor from slats and strips of bone or horn, along with whole bones or horns. Wealthier wearers sometimes pay for decorative embellishments made of more precious materials. Niyaháat is usually woven together with strong cord, forming a suit like a breastplate. This suit is worn over heavy clothing or a surcoat like padded armor. Some suits incorporate parts of powerful creatures, creating a storied history for the suit and its wearers.

Treasure Vault, page 9.

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Nodachi

Item

brace deadly d12 reach 

Price 6 gp

Bulk 2

Damage 1d8 slashing

Hands 2

Category Advanced Melee Weapon; Group Sword

Also known as a zhanmadao, the exceptionally long blade of the nodachi is designed to neutralize enemy mounts and counter the advantages of cavalry units. Its shape and size make it somewhat impractical for close combat but highly effective against charging opponents.

Treasure Vault, page 25.

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Noisemaker Snare

Snare 2

uncommon clockwork consumable fire mechanical snare trap 

Price 6 gp

Category Snare

When a creature enters this snare's square, it triggers an extremely loud clockwork device, which explodes with a bang that can be heard from 200 feet away and deals 1d8 fire damage. The creature must attempt a DC 18 Reflex save.

Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage and is deafened for 1 round.Critical Failure The creature takes double damage and is deafened for 1 minute.

Guns & Gears, page 80.

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Noqual

Material 0+

rare precious 

Category Material

Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Moraestiad-Kul, the Black Sovereign of Vroukria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell).

Noqual Items
Hardness
HP
BT
Thin Items
Standard-grade
6
24
12
High-grade
10
40
20
Items
Standard-grade
10
40
20
High-grade
13
52
26
Structures
Standard-grade
20
80
40
High-grade
26
104
52

Type noqual chunk; Price 600 gp; Bulk L

Type noqual ingot; Price 6,000 gp; Bulk 1

Type standard-grade noqual object; Level 8; Price 400 gp per Bulk

Type high-grade noqual object; Level 16; Price 7,000 gp per Bulk

LOTGB, page 99.

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Noqual Armor

Item 12+

rare 

Usage worn armor; Bulk varies by armor

Category Material

The mere sight of a suit of noqual armor is enough to make some opposing spellcasters withdraw from the battlefield.

While wearing noqual armor, you gain a +1 circumstance bonus to AC against spell attack rolls. If you Cast a Spell while wearing noqual armor, you must succeed at a DC 5 flat check or the spell fails.

Type standard-grade noqual armor; Level 12; Price 1,600 gp + 160 gp per Bulk; Craft Requirements The initial raw materials must include at least 200 gp of noqual + 20 gp per Bulk.

Type high-grade noqual armor; Level 19; Price 32,000 gp + 3,200 gp per Bulk; Craft Requirements The initial raw materials must include at least 16,000 gp of noqual + 1,600 gp per Bulk.

LOTGB, page 100.

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Noqual Chunk

Material 0+

rare precious 

Price 600 gp

Bulk L

Category Material

Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Moraestiad-Kul, the Black Sovereign of Vroukria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell).

Noqual Items
Hardness
HP
BT
Thin Items
Standard-grade
6
24
12
High-grade
10
40
20
Items
Standard-grade
10
40
20
High-grade
13
52
26
Structures
Standard-grade
20
80
40
High-grade
26
104
52
Main Item: Noqual

LOTGB, page 99.

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Noqual Ingot

Material 0+

rare precious 

Price 6,000 gp

Bulk 1

Category Material

Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Moraestiad-Kul, the Black Sovereign of Vroukria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell).

Noqual Items
Hardness
HP
BT
Thin Items
Standard-grade
6
24
12
High-grade
10
40
20
Items
Standard-grade
10
40
20
High-grade
13
52
26
Structures
Standard-grade
20
80
40
High-grade
26
104
52
Main Item: Noqual

LOTGB, page 99.

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Noqual Shield

Item 17

rare 

Usage varies by shield

Category Shield; Group Shield

Noqual shields are notoriously difficult to make, requiring high-grade materials, but they're especially effective against magic. When you have a noqual shield Raised, you gain its circumstance bonus to saving throws against spells that target you (as well as AC). Additionally, while the shield is Raised, when an opponent casting a spell that targets you critically fails a spell attack roll against your AC, you can reflect the spell back toward them as a reaction. Attempt a ranged attack roll against the triggering creature using your highest proficiency with a ranged weapon. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success).

Type high-grade noqual buckler; Level 17; Price 14,000 gp; Bulk L; Craft Requirements noqual worth at least 7,000 gp The shield has Hardness 7, HP 28, and BT 14.

Type high-grade noqual shield; Level 17; Price 15,400 gp; Bulk 1; Craft Requirements noqual worth at least 7,700 gp The shield has Hardness 10, HP 40, and BT 20.

LOTGB, page 100.

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Noqual Weapon

Item 12+

rare 

Usage varies by weapon; Bulk varies by weapon

Category Material

Noqual weapons are inimical to summoned creatures and spell effects that can be damaged by conventional attacks.

Against such targets, a Strike with a noqual weapon gains a circumstance bonus to damage equal to twice the number of weapon damage dice. In addition, noqual weapons disrupt spellcasters' concentration, causing them to become stupefied 1 for 1 round on a critical hit.

Type standard-grade noqual weapon; Level 12; Price 1,600 gp + 160 gp per Bulk; Craft Requirements at least 200 gp of inubrix + 20 gp per Bulk.

Type high-grade noqual weapon; Level 18; Price 24,000 gp + 2,400 gp per Bulk; Craft Requirements at least 12,000 gp of noqual + 1,200 gp per Bulk.

LOTGB, page 100.

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North Wind's Night Verse

Item 10

uncommon cold evocation magical 

Price 900 gp

Usage held in 1 hand; Bulk 1

Category Held

This +1 striking frost katana is always cool to the touch, nearly uncomfortably so. Unadorned and with no tsuba, its honed blade is carved from a single tusk of dragon-turtle ivory and wrapped in strips of winter wolf hide. Strikes with the katana gain a +2 status bonus to damage rolls against creatures that have a status penalty to their Speed or are slowed. The status bonus increases to +3 if the weapon has a greater striking rune and +4 for major striking.

Activate [F] command (evocation, magical, cold); Frequency once per minute; Trigger Your spell deals cold damage to a creature; Effect Choose one creature dealt cold damage by the spell. It takes a –5-foot status penalty to its Speeds for 1 round.

Secrets of Magic, page 187.

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Noxious Incense

Item 9+

catalyst consumable magical 

Usage held in 1 hand; Bulk L

Category Consumable

Sold only in single sticks, this foul incense comes coated with a bevy of alchemical smoke that activates in the presence of intense heat, releasing its namesake pungent odor. Adding this catalyst to a wall of fire spell fills all squares adjacent to the wall with thick, foul smoke. Creatures in this area are concealed, and other creatures are concealed to creatures in the area. The smoke lasts for the duration of the spell.

Type noxious incense; Level 9; Price 125 gp

The incense can be used with a wall of fire of 6th level or below.

Type greater noxious incense; Level 14; Price 750 gp

The incense can be used with a wall of fire of any spell level.

Secrets of Magic, page 169.

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Noxious Incense

Item 9

catalyst consumable magical 

Price 125 gp

Usage held in 1 hand; Bulk L

Category Consumable

Sold only in single sticks, this foul incense comes coated with a bevy of alchemical smoke that activates in the presence of intense heat, releasing its namesake pungent odor. Adding this catalyst to a wall of fire spell fills all squares adjacent to the wall with thick, foul smoke. Creatures in this area are concealed, and other creatures are concealed to creatures in the area. The smoke lasts for the duration of the spell.

The incense can be used with a wall of fire of 6th level or below.

Main Item: Noxious Incense

Secrets of Magic, page 169.

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Noxious Jerkin

Item 13

rare evocation magical 

Price 2,800 gp

Usage worn; Bulk L

Category Worn Item

This +2 resilient padded armor is woven from many strands of gut cord strung with dried organs and preserved xulgath scent glands. When worn, it infuses your body with a ghastly and nauseating flavor.

Activate [F] envision; Trigger You are grabbed or are hit by an unarmed attack; Effect Your attacker must attempt a DC 28 Fortitude saving throw. Creatures with a stench aura, such as otyughs and xulgaths, are immune to this effect.Success The creature is unaffected and is immune to the effects of the noxious jerkin for 1 minute.Failure The creature is sickened 1.Critical Failure The creature is sickened 1 and is slowed 1 for 1 round.

Extinction Curse #4: Siege of the Dinosaurs, page 76.

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Numbing Tonic

Item 1+

alchemical consumable elixir 

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.

Type minor; Level 1; Price 4 gp

You gain 2 temporary Hit Points.

Type lesser; Level 5; Price 30 gp

You gain 5 temporary Hit Points.

Type moderate; Level 9; Price 150 gp

You gain 10 temporary Hit Points.

Type greater; Level 13; Price 600 gp

You gain 15 temporary Hit Points.

Type major; Level 16; Price 1,400 gp

You gain 20 temporary Hit Points.

Type true; Level 19; Price 8,000 gp

You gain 25 temporary Hit Points.

Treasure Vault, page 60.

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Nunchaku

Item

uncommon backswing disarm finesse monk 

Price 2 sp

Bulk L

Damage 1d6 bludgeoning

Hands 1

Category Martial Melee Weapon; Group Club

The nunchaku is constructed of two wooden or metal bars connected by a short length of rope or chain.

Core Rulebook, page 281.

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