60 items, from O-yoroi to Ouroboros Buckles.
Part: 1 2
O-yoroi · Oath Of The Devoted · Oathbow · Obfuscation Oil · Oblivion Essence · Obsidian Crystal Ball · Obsidian Steed Wondrous Figurine · Obsidian Tattletale Orb · Ochre Fulcrum Lens · Octopus Bottle · Ogre Hook · Oil (1 pint) · Oil of Animation · Oil of Corpse Restoration · Oil of Keen Edges · Oil of Mending · Oil Of Object Animation · Oil of Object Animation · Oil of Ownership · Oil of Potency · Oil of Repulsion · Oil Of Revelation · Oil of Skating · Oil of Swiftness · Oil Of Unlife · Oil of Weightlessness · Oil of Weightlessness · Oily Button · Old Louthe · Olfactory Obfuscator · Olfactory Obfuscator · Olfactory Stimulators · Omnidirectional Spear Snare · One Hundred Victories · Onyx Dog Wondrous Figurine · Onyx Panther · Ooze Ammunition · Ooze Skin · Oozepick · Oozepick · Open Mind · Opossum, Domestic · Oracular Crown · Orange Colorful Coating · Orange Prism Aeon Stone · Orb Of Dragonkind · Orb Shard · Orc Knuckle Dagger · Orc Necksplitter · Orchestral Brooch · Ordinary Clothing · Ordinary Mask · Orichalcum · Orichalcum Armor · Orichalcum Chunk · Orichalcum Ingot · Orichalcum Shield · Orichalcum Weapon · Origin Unguent · Ouroboros Buckles
Item 2
Price 35 gp
Bulk 5
AC Bonus +6; Dex Cap +0
Strength 18; Check Penalty –-3; Speed Penalty –10 ft.
Category Heavy Armor; Group Plate
Larger plates coupled with lamellar pieces to make up a suit of heavy lamellar. The custom-fitted and often highly decorative suit covers most of the body. Rounding out the suit are a tiered helmet and fearsome mask, often depicting a fiendish or monstrous creature.
Treasure Vault, page 9.
Item 9
Category Contract
You gain fire and mental resistance 5.
When you die, you rise as an undead creature with the zombie trait on the next round; if you are a PC, you become an NPC under Triafitan's control. Your stats remain the same, except that your alignment changes to evil. If you reach 0 Hit Points as a zombie, you are destroyed and do not rise again.
Special If you are a zombie at a time when Groubogix is entirely purged of foreigners, your duty is fulfilled and you are immediately destroyed.
LOME, page 231.
Item 11
Price 1,300 gp
Usage held in 1 hand; Bulk 2
Category Weapon
Constructed of a flexible, white wood and with ornate, twisting designs carved into its surface, this +2 striking composite longbow appears to have been made by elves. Sometimes when you loose an arrow, its whistling in flight sounds like a voice whispering in Elven, wishing for the swift defeat of your enemies.
After you activate the bow, you can't activate it again for 7 days. If you kill the creature you've sworn an oath against, the oath ends and you need to wait only 10 minutes before you can activate it again.
Core Rulebook, page 602.
Item 15
Price 1,200 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
You can spread this blue-gray gel on a single item with a Bulk of 3 or less to ward it against magical detection. It becomes immune to divination magic of 8th level or lower (such as locate). This oil is permanent, but it can be removed with acid.
Removing the oil in this way usually takes 1 minute for objects with Bulk of 1 or less, or a number of minutes equal to the item's Bulk.
Core Rulebook, page 561.
Item 19
Price 6,500 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
Created from a daemon's powdered soul gems or refined from the waters of Kreifalaid's rivers, oblivion essence causes victims to rapidly age and decay.
Saving Throw DC 42 Fortitude; Maximum Duration 6 rounds; Stage 1 8d6 poison damage and slowed 1 (1 round); Stage 2 10d6 poison damage, enfeebled 2, and slowed 1 (1 round); Stage 3 12d6 poison damage, enfeebled 3, slowed 1 (1 round)
Item 19
Price 32,000 gp
Usage held in 1 hand; Bulk L
Category Held
This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a scrying spell by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target.
The base version of a crystal ball is a sphere of clear quartz, but other versions are made of different stones.
Scrying is DC 41 and gives you the benefits of true seeing for anything you watch through it.
Main Item: Crystal BallCore Rulebook, page 572.
Item 15
Price 6,000 gp
Usage held in 1 hand; Bulk L
Category Held
Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals.
If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost.
This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare. It can be called upon once per week for up to 24 hours, though it won't use plane shift or its other abilities on behalf of its rider. Although evil, it allows itself to be ridden by creatures of any alignment, although if a good creature mounts it, the rider must attempt a DC 3 flat check. On a failure, the nightmare uses plane shift to take the rider to a random location in the Abyss, where it promptly returns to statue form, stranding its rider in that nightmarish place.
Main Item: Wondrous FigurineCore Rulebook, page 576.
Item 19
Usage held in 1 hand; Bulk 1
Category Held
A tattletale orb is a polished crystal sphere that appears to function as a crystal ball. If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb's type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your scrying spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb's type, to use another such device.
Tattletale orbs come in the same types as crystal balls, with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball.
The target is temporarily immune to the orb's true seeing for 24 hours. During that time, you see a false vision of the target's choice if you scry on the target. Despite being higher level than the spell, you can't disbelieve this illusion if scrying through the orb.
Main Item: Tattletale OrbTreasure Vault, page 193.
Item 11
Price 1,400 gp
Bulk 2
Category Other
This brownish-orange lens always seems dusty and gritty, even when wet. While you have the Ochre Fulcrum Lens invested, lassitude grips you. You gain resistance 10 to mental damage and a +2 status bonus to saves against emotion effects. You can also activate the lens in the following ways.
Item 8
Price 100 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Miniature octopus arms press up against the sides of this bottle, obscuring the rest of its contents. When opened, a Huge octopus bursts forth, which can appear in water instead of on the ground. Its arms attempt to grasp a creature with a reach of 15 feet. The octopus repositions that creature to a different space within its reach unless the target succeeds at a DC 24 Fortitude save.
If the octopus is in water, it then releases a cloud of ink in a 30-foot emanation. This cloud has no effect outside of water.
Creatures inside the cloud are undetected and can't use their sense of smell. The cloud dissipates after 1 minute.
Craft Requirements Supply a giant octopus corpse (Bestiary 250).
Treasure Vault, page 57.
Item
Price 1 gp
Bulk 2
Damage 1d10 piercing
Hands 2
Category Martial Melee Weapon; Group Pick
Ogres are known for using immense, curved picks called ogre hooks. These uncommon weapons cost 1 gp, deal 1d10 piercing damage, have 2 Bulk, and require two hands to use. Ogre hooks are in the pick weapon group. Ogre hooks have the deadly 1d10 and trip weapon traits.
Bestiary, page 253.
Item
Price 1 cp
Bulk —
Hands 2
Category Adventuring Gear
You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 fire damage.
Core Rulebook, page 288.
Item 12
Price 330 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
You can rub this bronze-colored oil onto a melee weapon to grant it the benefits of the dancing rune (page 583). Once you fail a flat check for the weapon, causing it to fall, this effect ends.
Core Rulebook, page 561.
Item 9
Price 150 gp
Usage held in 2 hands; Bulk L
Activate 1 minute Interact
Category Oil
Adlet spiritual leaders create this thick purple gel so that the dead can temporarily assume their appearance in life during ancestral worship ceremonies. Spreading it over the bones of an undead creature or a lifeless corpse causes the gel to congeal, forming a cosmetic layer that covers or restores any missing or compromised flesh until the body mimics its appearance in life. The dead creature's flesh looks healthy and whole. It gains a +2 circumstance bonus on Deception checks to look like a living creature. The gel does not restore life or Hit Points and the flesh quickly rots away 8 hours after application.
Item 11
Price 250 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
When this silvery salve is applied to a melee weapon that deals piercing or slashing damage, the weapon grows sharper and more dangerous for 1 minute, granting it the benefits of the keen rune.
Core Rulebook, page 561.
Item 3
Price 9 gp
Usage held in 2 hands; Bulk L
Category Oil
A vial of oil of mending appears to have countless translucent threads swirling within. Applying this oil to an item casts a 2nd-level mending spell to repair the item.
Core Rulebook, page 561.
Item 8+
Usage held in 2 hands
Activate Interact
Category Oil
This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object (Bestiary 20) of the same type. For example, sprinkling it on a statue makes an animated statue. If the animated object's level would be greater than 3, the oil struggles to animate it and ultimately fails.
This animated object has the minion trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The object remains animated for 1 minute before falling inert. As usual, you can have a maximum of four minions under your control.
Type oil of object animation; Level 8; Price 85 gp
Type greater oil of object animation; Level 16; Price 1,400 gp
You can animate an object with a level of 11 or lower.
Advanced Player’s Guide, page 258.
Item 8
Price 85 gp
Usage held in 2 hands
Activate Interact
Category Oil
This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object (Bestiary 20) of the same type. For example, sprinkling it on a statue makes an animated statue. If the animated object's level would be greater than 3, the oil struggles to animate it and ultimately fails.
This animated object has the minion trait, meaning it can use 2 actions when you Command it. You can issue a Command for the current turn as part of the activation. The object remains animated for 1 minute before falling inert. As usual, you can have a maximum of four minions under your control.
Main Item: Oil Of Object AnimationAdvanced Player’s Guide, page 258.
Item 3+
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
You can coat objects of 6 Bulk or less with oil of ownership, or "red‑handed oil" as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won't wash off for a length of time that depends on the oil's type.
Type lesser; Level 3; Price 8 gp
The stain lasts 24 hours.
Type moderate; Level 7; Price 55 gp
The stain lasts 1 week.
Type greater; Level 11; Price 210 gp
The stain lasts 1 month.
Treasure Vault, page 86.
Item 2
Price 7 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it temporarily becomes a +1 striking weapon, or, if it's armor, it temporarily becomes +1 resilient armor. This lasts for 1 minute.
Core Rulebook, page 562.
Item 11
Price 175 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
This oil contains magnetically charged iron filings repelled into opposite ends of the vial. For 1 minute after you apply this oil to armor, any creature that hits you with a melee Strike must attempt a DC 28 Fortitude save with the following effects.
Success The creature is unaffected.Failure The creature is pushed up to 10 feet away from you (the GM determines the direction).Critical Failure As failure, and the creature is also knocked prone.Core Rulebook, page 562.
Item 5
Price 25 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
This bright oil, first created by humans as a tool to help them fight in darkness, holds flecks of tiny gemstones in suspension and smells like a struck tindertwig.
The first time a weapon coated with this oil damages a creature, the wound glows with light for 1 minute. If the creature is invisible, the light's position means it is merely hidden to creatures that would otherwise be unable to see it, rather than undetected. The light also negates the concealed condition due to lighting conditions. If the coated weapon doesn't damage a creature within 1 hour, the oil sloughs off and loses its power.
Advanced Player’s Guide, page 258.
Item 2
Price 5 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
This thin, slippery oil shimmers with a golden hue. Coating your shoes or feet with oil of skating enables you to skate quickly along flat surfaces for 1 hour. You gain a +10‑foot status bonus to your Speed, which doubles if you move on a downhill surface. You lose this bonus if moving on difficult terrain, greater difficult terrain, or uneven ground. Also, you treat any uphill movement as moving on difficult terrain while your feet are oiled and treat the results of any Acrobatics checks made to Balance as one degree worse.
Treasure Vault, page 87.
Item 6
Price 50 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
Anoint a weapon with oil of swiftness, which hisses upon application, to give it the benefits of the speed rune for 1 minute.
Treasure Vault, page 87.
Item 1+
Usage held in 1 hand; Bulk L
Activate Interact
Category Oil
This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or a living creature with negative healing, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points.
You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself.
Type minor; Level 1; Price 4 gp
The oil restores 1d8 Hit Points.
Type lesser; Level 3; Price 12 gp
The oil restores 2d8+5 Hit Points.
Type moderate; Level 6; Price 50 gp
The oil restores 3d8+10 Hit Points.
Type greater; Level 12; Price 400 gp
The oil restores 6d8+20 Hit Points.
Type major; Level 18; Price 5,000 gp
The oil restores 8d8+30 Hit Points.
Advanced Player’s Guide, page 258.
Item 2+
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
You can spread this shimmering oil on an item of 1 Bulk or less to make it feel weightless. It has negligible Bulk for 1 hour.
Type oil of weightlessness; Level 2; Price 6 gp
Type greater oil of weightlessness; Level 6; Price 36 gp
This oil can affect an item of 2 Bulk or less and lasts 8 hours.
Core Rulebook, page 562.
Item 2
Price 6 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
You can spread this shimmering oil on an item of 1 Bulk or less to make it feel weightless. It has negligible Bulk for 1 hour.
Main Item: Oil of WeightlessnessCore Rulebook, page 562.
Item 5
Price 30 gp
Usage affixed to armor
Activate envision; Trigger You succeed at an Athletics check to Disarm; Requirements You are an expert in Athletics
Category Talisman
A thin sheen of slick oil covers this gaudy button. When you activate the oily button, your attempts to Disarm your opponent of an item before the start of the opponent's next turn gain a +4 circumstance bonus instead of +2, and the –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item lasts until the end of its next turn or until it uses an Interact action to adjust its grip.
The Slithering, page 60.
Item 12
Price 2,000 gp
Bulk 3
Category Other
This beloved tavern mascot is a shabby old stuffed beast mounted on an immense slab of ironwood. The beast is roughly the size and shape of a wolverine but with a broader snout, blue stripes along its upper legs and bristled back, and a club of spiked bone at the end of its long tail. No one can recall where Old Louthe originally came from, how the taxidermic beast came to stand in its tavern, or even whether it's a genuine article. The tradition of rubbing its bronzed claws for good luck has been observed for so long that the front claws are worn to stubs. Local belief holds that as long as Old Louthe stands, neither fire nor flood will claim its town.
Dark Archive, page 63.
Item 3+
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This frothing fluid causes the drinker's body to exude trace odorabsorbing oils. For the listed duration after drinking this elixir, your scent is nearly unnoticeable. Creatures with imprecise scent don't detect you with that sense unless they Seek for you, and you are concealed from creatures that perceive you with precise scent. You gain a +4 item bonus against attempts to Seek you by creatures using only scent-based senses; if they use any other senses as well, the bonus doesn't apply.
Type olfactory obfuscator; Level 3; Price 9 gp
The duration is 10 minutes.
Type greater olfactory obfuscator; Level 10; Price 225 gp
The duration is 8 hours.
Advanced Player’s Guide, page 254.
Item 3
Price 9 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
This frothing fluid causes the drinker's body to exude trace odorabsorbing oils. For the listed duration after drinking this elixir, your scent is nearly unnoticeable. Creatures with imprecise scent don't detect you with that sense unless they Seek for you, and you are concealed from creatures that perceive you with precise scent. You gain a +4 item bonus against attempts to Seek you by creatures using only scent-based senses; if they use any other senses as well, the bonus doesn't apply.
The duration is 10 minutes.
Main Item: Olfactory ObfuscatorAdvanced Player’s Guide, page 254.
Item 1
Price 5 gp
Usage worn; Bulk —
Category Worn Item
This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A creature wearing olfactory stimulators gains a sense of smell, which is as precise as an average member of its species, as well as the scent special ability if members of its species typically have that ability.
Olfactory stimulators can be fitted to animal companions as well as sapient creatures; stimulators produced for companion use have the companion trait.
Treasure Vault, page 106.
Snare 16
Price 1,500 gp
Category Snare
As soon as a creature enters the snare's square, the snare unleashes wickedly powerful spears at the creature from all directions, dealing 19d8 piercing damage (DC 37 basic Reflex).
Core Rulebook, page 591.
Item 3
Price 60 gp
Usage tattooed on the body; Bulk —
Category Tattoo
One hundred cuts, healed into diamond-shaped scars, represent the ability to withstand the attacks of your enemies. Orc warriors covet these scar patterns and cluster them around what they consider to be their strongest assets—a pattern around the heart signifies a warrior with great endurance, while one along the arms indicates great upper body strength.
You gain a +1 item bonus to Intimidation checks. If you have Ferocity (such as from the Orc Ferocity feat or a similar ability), the first time each day you use it, instead of remaining at 1 Hit Point, your Hit Points are set to an amount equal to your ancestry Hit Points, even if this amount is more than you had before using Ferocity.
Treasure Vault, page 121.
Item 2
Price 34 gp
Usage held in 1 hand; Bulk L
Category Held
Each one of these statuettes is 1 inch in height, carved from a specific material and taking the shape of a particular animal or animals.
If the figurine is slain while in animal form, it reverts to its statue shape and cannot be activated again until 1 week has passed. If the figurine is destroyed in statue form, it is shattered and its magic is lost.
This simple onyx statue transforms into a guard dog. The dog has a +4 circumstance bonus to Survival checks to Track, and it has darkvision.
When the dog senses a hidden creature with its scent, that creature is instead observed and concealed. The onyx dog can be activated once per week and remains in its form for up to 6 hours.
Main Item: Wondrous FigurineCore Rulebook, page 576.
Item 2
Price 7 gp
Usage affixed to armor; Bulk —
Activate envision; Trigger You use a Sneak action; Requirements You are trained in Stealth.
Category Talisman
This small stone is a stylized panther shape. When you activate it, you can move your full Speed (instead of half) during the triggering Sneak and any other time you Sneak this turn.
Core Rulebook, page 569.
Item 2+
Ammunition any
Activate Interact
Category Consumable
Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. These Escape actions don't need to be consecutive, and other creatures can provide the actions, although doing so deals half the ammunition's persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn.
Type lesser; Level 2; Price 7 gp
The ammunition deals 1d4 persistent acid damage and imposes a –5-foot penalty to Speed, and the Escape DC is 16.
Type moderate; Level 6; Price 42 gp
The ammunition deals 2d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 20.
Type greater; Level 12; Price 350 gp
The ammunition deals 3d4 persistent acid damage and imposes a –10-foot penalty to Speed, and the Escape DC is 29.
Type major; Level 18; Price 3,250 gp
The ammunition deals 4d4 persistent acid damage and imposes a –15-foot penalty to Speed, and the Escape DC is 38.
Treasure Vault, page 43.
Item 5
Price 150 gp
Usage worn armor; Bulk 1
Activate Interact
Category Armor
This leather armor has been treated with extract from oozes, which can be reactivated in the presence of a strong acid. A receptacle in the armor can hold an acid flask, which takes 3 Interact actions to install. A loaded suit of ooze skin can be activated to cause the leather to weep slippery protoplasm, granting an item bonus to Escape and Squeeze checks equal to the acid flask's item bonus. The protoplasm also irritates the skin on prolonged contact, causing any creature that grapples or swallows you to take acid damage equal to the acid flask's splash damage. Ooze skin remains activated for a number of rounds equal to the level of the acid flask installed. The effects consume the acid flask, and once the reaction has begun it can't be deactivated.
Treasure Vault, page 64.
Item 4+
Price 20 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
You can pour this silver ooze into a lock or similar mechanism to create a set of malleable lockpicks and tools that conform to internal mechanisms. The ooze is treated as a set of thieves' tools that last for 1 hour and provide a +2 item bonus to Thievery checks to Pick Lock or Disable Device against the mechanism into which they were first poured.
Type oozepick; Level 4; Price 20 gp
Type greater; Level 10; Price 200 gp
The item bonus is +3, and the tools last for 8 hours.
LOIL, page 306.
Item 4
Price 20 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
You can pour this silver ooze into a lock or similar mechanism to create a set of malleable lockpicks and tools that conform to internal mechanisms. The ooze is treated as a set of thieves' tools that last for 1 hour and provide a +2 item bonus to Thievery checks to Pick Lock or Disable Device against the mechanism into which they were first poured.
Main Item: OozepickLOIL, page 306.
Item 10
Price 900 gp
Usage worn; Bulk —
Category Tattoo
Kithebriar teaches knowledge is the only power that matters. This tattoo of a stylized eye provides a +1 item bonus to Lore checks.
LOIL, page 305.
Item 0
Price 2 gp
Category Pet
This tamed version of the wild Staekhirn opossum is favored by those who like to match outfits with their pets, as the domestic opossum tolerates clothing and accessories. They're very tolerant of travel and can eat table scraps, making them popular with caravan drivers or ship captains.
LOTG, page 103.
Item 11
Price 1,200 gp
Usage worn headwear; Bulk L
Category Worn Item
Patterns themed to your curse cover your oracular crown. As your curse worsens, the appearance of the crown changes, introducing extreme angles, stronger colors, or other indications of the intensity of your curse. Similarly, it gets closer to its natural form when you reduce the effects of your curse. You gain a +2 item bonus to Religion checks.
Craft Requirements You are an oracle.
Treasure Vault, page 151.
Item 3
Price 12 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand.
It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted.
Orange colorful coating contains a mixture of acidic substances. As it dries, caustic ingredients rise to the coating's surface. The square becomes hazardous terrain, dealing 1d4 acid damage to any creature that moves through it. A creature can take this acid damage only once per round.
Main Item: Colorful CoatingTreasure Vault, page 52.
Item 16
Price 9,750 gp
Usage worn; Bulk —
Category Worn Item
Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.
When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body.
You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again.
There are various types of aeon stones, each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder.
An orange prism aeon stone must be activated to provide a benefit. The resonant power grants you a +2 item bonus to Arcana, Nature, Occultism, or Religion checks—whichever corresponds to the tradition of the last spell you enhanced with this aeon stone.
Activate envision; Effect If your next action is to Cast a Spell, that spell's level is 1 higher (maximum 10th level) for the purposes of counteracting and being counteracted.
Main Item: Aeon StoneCore Rulebook, page 604. Expanded in LOPSG, LOWG.
Item 25
Usage held in 1 hand; Bulk 1
Category Artifact
Each of the legendary orbs of dragonkind contains the essence and personality of a powerful dragon, with each of the 10 most famous orbs preserving a different type of metallic or chromatic dragon's spirit. It is believed that orbs for other types of true dragons exist, though that theory is yet to be confirmed.
While holding an orb of dragonkind, you are immune to the breath weapon of the dragon variety associated with the orb. An orb of dragonkind also grants a number of additional senses. You can communicate verbally and visually with the bearers of other orbs as if you were in the same room with them. You know if there are any dragons within 10 miles of you at all times; this extends to 100 miles for dragons of the type associated with the orb. If an associated dragon is within 1 mile, you know which direction the dragon is from you and the dragon's age, such as young, adult, or ancient. Each orb grants a 10th-level arcane innate spell that you can cast at will, determined by the specific orb.
The Orb of Gold Dragonkind can convey the innate spells of any of the other orbs, as well as their activated abilities, but it can grant each individual power only once per day. In addition, the bearer of the gold orb can use its 3-action activation to attempt to cast dominate on the bearer of another orb if they are within 1 mile, as if that bearer were a dragon of the associated type within 500 feet. The last reports of the Orb of Gold Dragonkind on Falavririak indicate the orb has been destroyed, however. GMs running campaigns in settings other than the Age of Graemorutaeth might decide the gold orb is still intact for their campaigns.
Bearing an orb of dragonkind earns you the enmity of all dragonkind forever because you profited from the enslavement of the dragon within the orb, even if you later lose the orb.
Spell Granted (DC 40) black dragon (darkness), blue dragon (hallucinatory terrain), brass dragon (speak with animals), bronze dragon (control water), copper dragon (hideous laughter), green dragon (entangle), red dragon (wall of fire), silver dragon (detect alignment [evil only]), white dragon (wall of ice)
Destruction An orb of dragonkind violently shatters and explodes when exposed to the Breath Weapon of a dragon who is a descendant of the dragon trapped within. The explosion deals damage as the 2-action activation above to all creatures within 90 feet.
Gamemastery Guide, page 110.
Item 20
Usage held in 1 hand; Bulk –
Category Artifact
A shard of the Orb of Gold Dragonkind resembles a pointed length of crystal about the size and shape of a shortsword without a hilt. It functions as a +3 striking shortsword that deals 2d6 extra damage to dragons.
Each orb shard within 60 feet of the flawed orb of Gold Dragonkind increases the save DC against the orb by 1; thus, if all 13 remaining orb shards are in this area, the save DC against the flawed orb increases from DC 30 to DC 43. A talented spellcaster or crafter can integrate an orb shard back into the flawed orb to make this DC increase permanent.
Destruction An orb shard is extraordinarily resilient, but it can be damaged or even destroyed by mundane attacks (Hardness 40, HP 50, BT 25). It has weakness 30 to the Breath Weapons and Strikes of gold dragons.
Age of Ashes #6: Broken Promises, page 75.
Item
Price 7 sp
Bulk L
Damage 1d6 piercing
Hands 1
Category Martial Melee Weapon; Group Knife
This stout, metal blade of orc design has a horizontal basket hilt with blades jutting from each end, or sometimes one blade like that of a katar.
Core Rulebook, page 281.
Item
Price 2 gp
Bulk 1
Damage 1d8 slashing
Hands 1
Category Advanced Melee Weapon; Group Axe
This single-bladed bearded axe has a jagged blade that's perfect for separating bone from tendon and cartilage.
Core Rulebook, page 281.
Item 8
Price 100 gp
Usage affixed to armor
Activate envision; Trigger You attempt a Performance check, but you haven't rolled yet; Requirements You're a master in Performance.
Category Talisman
This silver brooch reverberates lightly with the sound of music every time anyone touches it. You can transform it into the shape of any chosen instrument when you Affix it. When you activate this talisman, your performance is accompanied by a grand procession of music that complements your own work, subject to your direction and intent. You receive a +1 status bonus to your Performance check. If you roll a success, you get a critical success instead.
After being used, the talisman remains a mundane silver brooch with the appearance of the chosen instrument, though it possesses no remaining power.
Secrets of Magic, page 174.
Item
Price 1 sp
Bulk —
Category Adventuring Gear
Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes.
Main Item: ClothingCore Rulebook, page 288.
Item 0
Usage worn mask
Category Worn Item
A mask helps you use the Impersonate action to pass yourself off as someone you aren't.
This ordinary mask is made out of cheap material, such as paper-mâché or simple cloth. This can be specially fitted over another mask.
Main Item: MaskLOTGB, page 92.
Material 17+
Category Material
The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later.
Type orichalcum chunk; Price 1,000 gp; Bulk L
Type orichalcum ingot; Price 10,000 gp; Bulk 1
Type high-grade orichalcum object; Level 17; Price 10,000 gp per Bulk
Core Rulebook, page 579.
Item 20
Usage worn armor; Bulk varies by armor
Category Material
Orichalcum armor can be etched with four magic property runes instead of three due to the magical empowerment of orichalcum. If you are wearing armor made of orichalcum, the armor grants you insights into the future, granting you a +1 circumstance bonus to initiative rolls.
Type high-grade orichalcum armor; Level 20; Price 55,000 gp + 5,500 gp per Bulk; Craft Requirements The initial raw materials must include orichalcum worth at least 27,500 gp + 2,750 gp per Bulk.
Core Rulebook, page 556.
Material 17+
Price 1,000 gp
Bulk L
Category Material
The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later.
Core Rulebook, page 579.
Material 17+
Price 10,000 gp
Bulk 1
Category Material
The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later.
Core Rulebook, page 579.
Item 17+
Usage varies by shield
Category Shield; Group Shield
Orichalcum shields' time-bending properties are particularly useful for keeping them intact. The first time each day an orichalcum shield would be destroyed, it is instead left with 1 Hit Point and the broken condition.
Type high-grade orichalcum buckler; Level 17; Price 12,000 gp; Bulk L; Craft Requirements orichalcum worth at least 6,000 gp The shield has Hardness 14, HP 56, and BT 28.
Type high-grade orichalcum shield; Level 17
gp; Bulk 1; Craft Requirements orichalcum worth at least6,600 gp The shield has Hardness 16, HP 64, and BT 32.
The shield has Hardness 16, HP 64, and BT 32.
Core Rulebook, page 587.
Item 18
Usage varies by weapon
Category Weapon
Orichalcum weapons can have four magic property runes instead of three.
Due to orichalcum's temporal properties, etching the speed weapon property rune onto an orichalcum weapon costs half the normal Price (though transferring the rune to a weapon made of another material requires you to first pay the remaining Price and then pay the cost to transfer).
Type high-grade orichalcum weapon; Level 18; Price 22,500 gp + 2,250 gp per Bulk; Craft Requirements at least 11,250 gp of orichalcum + 1,125 gp per Bulk.
Core Rulebook, page 599.
Item 2
Price 6 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
This shimmering, violet unguent forms mild chemical bonds between objects with a matching composition. You apply the adhesive to two objects, or to an object and a creature. You can check if the two share an origin (such as if they were broken from the same whole, or if a poison sample or body part came from the same creature) by holding them together with the unguent between; if they match, the unguent becomes sticky.
Advanced Player’s Guide, page 255.
Item 19
Price 40,000 gp
Usage worn armor; Bulk 1
Category Armor
This ominous-looking +3 greater resilient greater acid-resistant buckle armor is deep red in color, favored by assassins who worship Saedrouk or Khaezaithus, and if unfastened, the many belts and buckles writhe like living snakes. Ouroboros buckles have the comfort trait. However, while wearing ouroboros buckles, the unfathomable concept of infinity pulls at your mind, and each time you awaken, you'd swear the armor hissed into your ear while you were asleep. The hissing suggested secret wisdom to you in Aklo, though you only ever remember it vaguely, like a fading dream.
When you're a swarm of snakes, you gain low-light vision, imprecise scent (30 feet), a Speed of 20 feet, a climb Speed of 20 feet, and a swim Speed of 20 feet. You have an AC of 16 + your level and ignore your armor's check penalty and Speed reduction. Also, you gain resistance 5 to physical damage and weakness 5 to area damage and splash damage. You can use none of your normal Strikes. Instead, you can use Swarming Bites, a single action that deals 4d4 piercing damage plus 2d6 poison damage to creatures in your space with a DC 41 basic Reflex save.
If you're in this battle form and are already at full HP when your regeneration occurs, the snakes instantaneously slither together, and you transform into your original form.
Craft Requirements The initial raw materials must include blood from an ouroboros (Bestiary 3 194) to tan the leather.
Treasure Vault, page 18.
Part: 1 2