46 items, from Naginata to Nunchaku.
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
Item
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.
Snare 6
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.
Item 2
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.
LOGM, page 123.
Item 5
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.
Beginner Box, page 55.
Item 5+
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.
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.
Item 5
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.
Core Rulebook, page 613.
Item 7
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.
Core Rulebook, page 613.
Item 9
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.
Core Rulebook, page 613.
Item 11
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.
Core Rulebook, page 613.
Item 13
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.
Core Rulebook, page 613.
Item 15
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.
Core Rulebook, page 613.
Item 17
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.
Core Rulebook, page 613.
Item 15
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.
Item 1+
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.
Item 1
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.
Item 11
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 FuluTreasure Vault, page 79.
Item 9
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.
Treasure Vault, page 121.
Item 3
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.
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.
Item 1
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.
Item 8
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.
Item 10+
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.
Item 10
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: NevercoldTreasure Vault, page 75.
Item 5
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.
Item 11
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.
AoE5, page 78.
Item 20
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.
Item 16
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.
Item 5
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.
Item 0
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.
Item
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.
Item
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.
Item
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.
Snare 2
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.
Material 0+
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).
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.
Item 12+
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.
Material 0+
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).
LOTGB, page 99.
Material 0+
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).
LOTGB, page 99.
Item 17
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.
Item 12+
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.
Item 10
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.
Secrets of Magic, page 187.
Item 9+
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.
Item 9
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 IncenseSecrets of Magic, page 169.
Item 13
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.
Item 1+
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.
Item
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.