60 items, from Religious Text to Ring of Energy Resistance.
Religious Text · Remorhaz Armor · Remote Trigger · Rending Snare · Repair Kit · Repair Kit · Repeating Crossbow · Repeating Crossbow Magazine · Repeating Hand Crossbow · Repeating Hand Crossbow Magazine · Repeating Heavy Crossbow · Repeating Heavy Crossbow Magazine · Repeating Magazine · Replacement Cosmetics · Replacement Cosmetics · Replacement Filter · Replacement Filter (Level 1) · Replacement Filter (Level 10) · Replacement Filter (Level 5) · Replacement Picks · Replacement Picks · Repulsion Resin · Resilient · Resilient · Resonating Ammunition · Resonating Fork · Restful Sleep Fulu · Restful Tent · Restoration Bravery Baldric · Restoration, Greater Bravery Baldric · Retaliation · Retribution Axe · Retrieval Prism · Retrieval Prism · Returning · Reusable Recording Rod · Revealing Mist · Reverberating Stone · Reverberating Stone · Rhino Hide · Rhino Hide Brooch · Rhino Shot · Rhinoceros Mask · Rhinoceros Mask · Rhinoceros Mask · Rhinoceros Mask · Rhoka Sword · Rhythm Bone · Rhythm Bone · Right Of Retribution · Rime Crystal · Rime Crystal · Rime Foil · Rime Jar · Ring of Climbing · Ring of Counterspells · Ring Of Discretion · Ring of Discretion · Ring of Energy Resistance · Ring of Energy Resistance
Item
Price 1 gp
Bulk L
Hands 1
Category Adventuring Gear
This manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text as a divine focus to use certain abilities and cast some spells. A religious text must be held in one hand to use it.
Core Rulebook, page 288.
Item 10
Price 975 gp
Usage worn armor; Bulk 2
Category Armor
This +1 resilient fire-resistant niyaháat is often created to mark the passage of an Kiadok warrior into adulthood, formed from the chitinous plates of a remorhaz, with larger pieces protecting the chest, shoulders, and head. As you fight, the armor glows red hot.
Craft Requirements The initial raw materials must include the carapace of a remorhaz (Bestiary 280).
Treasure Vault, page 19.
Item 5
Price 125 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Held
This trigger array uses thunderstones and crystals to remotely detonate alchemical bombs through harmonic vibrations. When a switch on the trigger is flipped up, the remote trigger begins to emit infrasonic pulses that slowly build up over the course of 30 minutes in up to three alchemical bombs placed next to the trigger (the trigger can be left to attune during your daily preparations). You can later activate the trigger to detonate one or more of the attuned bombs as long as they're within 60 feet. Bombs detonated in this way deal their splash damage as if they had missed a target in the square where they were triggered.
Treasure Vault, page 65.
Snare 14
Price 700 gp
Category Snare
Sharp metal jaws wind tightly into the pressure plate mechanism of this snare. When triggered, the jaws clamp shut and spin, damaging limbs in the process. The snare deals 10d8 piercing damage to the first creature to enter the square; that creature must attempt a DC 33 Reflex save.
Critical Success The creature is unaffected.Success The creature takes half damage and is flat-footed until the end of its next turn.Failure The creature takes full damage plus 2d6 persistent bleed damage, and it becomes clumsy 2 for 1 round.Critical Failure The creature takes double damage plus 4d6 persistent bleed damage, and it becomes clumsy 2 for 1 minute.LOTGB, page 15.
Item
Bulk 1
Hands 2
Category Adventuring Gear
A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the Crafting skill. You can draw and replace a worn repair kit as part of the action that uses it.
Type Base; Price 2 gp
Type Superb; Level 3; Price 25 gp
A superb repair kit gives you a +1 item bonus to the check.
Core Rulebook, page 288.
Item
Price 2 gp
Bulk 1
Hands 2
Category Adventuring Gear
A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the Crafting skill. You can draw and replace a worn repair kit as part of the action that uses it.
Main Item: Repair KitCore Rulebook, page 288.
Item 1
Price 15 gp
Bulk 1
Damage 1d8 piercing
Ammunition Repeating Crossbow Magazine; Range 120 ft.; Reload 0
Hands 2
Category Advanced Ranged Weapon; Group Bow
This crossbow has an internal chamber that can be loaded with up to five bolts. An automated catch mechanism at the top of the flight groove, just in front of the latch, locks the bowstring and launches bolts with the pull of a trigger.
Guns & Gears, page 63.
Item
Price 9 sp (price for 5 bolts)
Bulk L
Category Ammunition; Group Bow
For use with repeating crossbows.
Main Item: Repeating MagazineGuns & Gears, page 63.
Item 1
Price 10 gp
Bulk L
Damage 1d6 piercing
Ammunition Repeating Hand Crossbow Magazine; Range 60 ft.; Reload 0
Hands 1
Category Advanced Ranged Weapon; Group Bow
This handheld crossbow features an ingeniously designed catch mechanism at the top of the flight groove, just in front of the latch, which automatically loads a bolt from a magazine and resets the string each time the weapon is fired. A typical repeating hand crossbow magazine holds five bolts.
Guns & Gears, page 63. Reprinted in AV3.
Item
Price 9 sp (price for 5 bolts)
Bulk L
Category Ammunition; Group Bow
For use with repeating crossbows.
Main Item: Repeating MagazineGuns & Gears, page 63. Reprinted in AV3.
Item 1
Price 20 gp
Bulk 2
Damage 1d10 piercing
Ammunition Repeating Heavy Crossbow Magazine; Range 180 ft.; Reload 1
Hands 2
Category Martial Ranged Weapon; Group Bow
This large crossbow has an internal chamber that can be loaded with up to five bolts. While it uses the same automated catch mechanism as other repeating crossbows, a repeating heavy crossbow's design has significant trade-offs. It has increased range and damage and is easier to learn how to use, but requires a small amount of effort to reload.
Guns & Gears, page 63.
Item
Price 9 sp (price for 5 bolts)
Bulk L
Category Ammunition; Group Bow
For use with repeating crossbows.
Main Item: Repeating MagazineGuns & Gears, page 63.
Item
Price 9 sp (price for 5 bolts)
Bulk L
Category Ammunition; Group Bow
For use with repeating crossbows.
Type Crossbow
Type Hand Crossbow
Type Heavy Crossbow
Guns & Gears, page 63.
Item
Price 1 sp
Bulk —
Category Adventuring Gear
If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit.
Type Base; Price 1 sp
Type Elite; Level 3; Price 5 sp
Core Rulebook, page 288.
Item
Price 1 sp
Bulk —
Category Adventuring Gear
If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit.
Main Item: Replacement CosmeticsCore Rulebook, page 288.
Item
Category Adventuring Gear
See Water Purifier for information.
Type Level 1; Level 1; Price 3 gp
The counteract modifier is +5.
Type Level 5; Level 5; Price 25 gp
The counteract modifier is +9.
Type Level 10; Level 10; Price 25 gp
The counteract modifier is +17.
LOPSG, page 114.
Item 1
Price 3 gp
Category Adventuring Gear
See Water Purifier for information.
The counteract modifier is +5.
Main Item: Replacement FilterLOPSG, page 114.
Item 10
Price 25 gp
Category Adventuring Gear
See Water Purifier for information.
The counteract modifier is +17.
Main Item: Replacement FilterLOPSG, page 114.
Item 5
Price 25 gp
Category Adventuring Gear
See Water Purifier for information.
The counteract modifier is +9.
Main Item: Replacement FilterLOPSG, page 114.
Item
Bulk —
Category Adventuring Gear
If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action.
Type Base; Price 3 sp
Type Infiltrator; Level 3; Price 3 gp
Type Concealable; Level 4 (uncommon); Price 10 gp
Core Rulebook, page 288.
Item
Price 3 sp
Bulk —
Category Adventuring Gear
If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action.
Main Item: Replacement PicksCore Rulebook, page 288.
Item 16
Price 1,650 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
This clear, tasteless tar causes the victim to emit waves of harmful mental energy that repel other creatures.
Desperate users might consume this poison to keep enemies at bay despite the poison's debilitating effects. While you're stupefied from this poison, a creature that starts its turn within 10 feet of you or approaches within 10 feet of you must attempt a DC 35 Will saving throw. On a failure, the creature can't voluntarily move closer to you; this is a mental effect. Once the approaching creature has attempted to save, it uses the same result for all saves from that dose of repulsion resin.
Saving Throw DC 38 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 12d6 mental damage and stupefied 1 (1 minute); Stage 2 16d6 poison damage and stupefied 1 (1 minute); Stage 3 20d6 poison damage and stupefied 2 (1 minute)
Craft Requirements Supply one casting of repulsion.
AoE4, page 78.
Rune 8+
Usage etched onto armor
Category Rune
Resilient runes imbue armor with additional protective magic.
This grants the wearer a +1 item bonus to saving throws.
You can upgrade the resilient rune already etched on a suit of armor to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices.
Type resilient; Level 8; Price 340 gp
Type greater resilient; Level 14; Price 3,440 gp
The armor grants a +2 item bonus to saving throws.
Type major resilient; Level 20; Price 49,440 gp
The armor grants a +3 item bonus to saving throws.
Fundamental Weapon Runes.
Core Rulebook, page 581.
Rune 8
Price 340 gp
Usage etched onto armor
Category Rune
Resilient runes imbue armor with additional protective magic.
This grants the wearer a +1 item bonus to saving throws.
You can upgrade the resilient rune already etched on a suit of armor to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices.
Main Item: ResilientCore Rulebook, page 581.
Item 11
Price 1,200 gp
Ammunition arrow, bolt
Activate Interact
Category Consumable
The end of this ammunition is a metallic tuning fork with magical etchings. When an activated resonating arrow hits its target, the tuning fork resonates with residual energy from the shot, transforming it into dangerous sound waves. This deals 5d10 sonic damage to the target and each creature within 10 feet of it with a basic DC 28 Fortitude save.
Secrets of Magic, page 175.
Item 5+
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19.
Type greater resonating fork; Level 7; Price 340 gp
The resistance is 5 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 3 rounds (1 minute on a critical success), the spell attack roll is +13, and the spell DC is 23.
Type major resonating fork; Level 12; Price 1,800 gp
The resistance is 10 and the item bonus is +2 when affixed to armor, the deafened duration when affixed to a weapon is 1 minute (1 hour on a critical success), and the spell DC is 29.
Treasure Vault, page 128.
Item 6
Price 32 gp
Usage affixed to a creature
Activate envision
Category Consumable
Duration 1 hour This fulu depicts the five-spoke wheel of Zeshoul, god of magic and medicine, and burns away slowly, like incense. If you fall asleep within the fulu's duration, you regain double the amount of Hit Points you usually gain from resting. You also gain a +2 status bonus to saves against mental effects that occur in your dreams, such as the nightmare spell.
Secrets of Magic, page 160.
Item 7
Price 320 gp
Bulk 1
Category Structure
This four-person tent provides several benefits for those who rest within. The climate inside the tent is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater can still damage or destroy the tent. Mundane pests such as solitary ordinary insects avoid the tent, though swarms and giant insects can attack the tent as normal. Once you pitch the tent, only you can easily move it; any other creatures must succeed at a DC 20 Athletics check to do so. Finally, the tent automatically camouflages with its surroundings, requiring a Searching creature to succeed at a DC 22 Perception check to notice it.
Secrets of Magic, page 188.
Item 7
Price 350 gp
Usage worn; Bulk L
Category Worn Item
A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time.
The baldric is golden when charged, and it grants you the effects of a 2nd-level restoration. This baldric has the healing and necromancy traits.
Main Item: Bravery BaldricTreasure Vault, page 145.
Item 11
Price 1,300 gp
Usage worn; Bulk L
Category Worn Item
A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time.
As the restoration baldric, but it grants 4th-level restoration.
Main Item: Bravery BaldricTreasure Vault, page 145.
Item 6+
Usage applied to shield
Category Rune
Shields with a retaliation rune use the impact of weapons to generate blasts of explosive force that counterattack foes.
Type lesser retaliation; Level 6; Price 250 gp
Type moderate retaliation; Level 10; Price 1,000 gp
The damage is 8d4 force damage and the save DC is 27.
Type greater retaliation; Level 14; Price 4,500 gp
The damage is 12d4 force damage and the save DC is 31.
Type major retaliation; Level 19; Price 40,000 gp
The damage is 16d4 force damage and the save DC is 41.
Treasure Vault, page 144.
Item 3
Price 60 gp
Usage held in 2 hands; Bulk 2
Category Weapon
The blade of this +1 greataxe bears a design of a human skull. Whenever a creature damages you with an attack, the skull changes its appearance to look like the face of that creature. You gain a +2 circumstance bonus to your next damage roll against that creature before the end of your next turn.
Because the face reshapes each time you're damaged, you get the additional damage only if you attack the creature that damaged you most recently.
Core Rulebook, page 602. Reprinted in BB.
Item 3+
Usage affixed to armor
Activate command; Requirements You have a free hand.
Category Talisman
This triangular prism showing swirling black patterns inside constantly moves around on your armor, no matter where you affix it. As part of the process of Affixing the Talisman, you attune it to a single item of 1 Bulk or less. When you activate this talisman, the attuned item immediately teleports into your hand.
The retrieval prism can't retrieve an item that's not on your plane, including one that's in an extradimensional space like a bag of holding. If you haven't expended the talisman, you can attune it to a different item by Affixing the Talisman again.
Type retrieval prism; Level 3; Price 12 gp
Type greater retrieval prism; Level 10; Price 200 gp
You don't need to attune the prism. It can retrieve any item in your possession of 1 Bulk or less, chosen when you activate the prism.
Secrets of Magic, page 176.
Item 3
Price 12 gp
Usage affixed to armor
Activate command; Requirements You have a free hand.
Category Talisman
This triangular prism showing swirling black patterns inside constantly moves around on your armor, no matter where you affix it. As part of the process of Affixing the Talisman, you attune it to a single item of 1 Bulk or less. When you activate this talisman, the attuned item immediately teleports into your hand.
The retrieval prism can't retrieve an item that's not on your plane, including one that's in an extradimensional space like a bag of holding. If you haven't expended the talisman, you can attune it to a different item by Affixing the Talisman again.
Main Item: Retrieval PrismSecrets of Magic, page 176.
Rune 3
Price 55 gp
Usage etched onto a thrown weapon
Category Rune
When you make a thrown Strike with this weapon, it flies back to your hand after the Strike is complete. If your hands are full when the weapon returns, it falls to the ground in your space.
Core Rulebook, page 584.
Item 5
Price 60 gp
Usage varies; Bulk 1
Category Consumable
This smooth metal bar is short enough to fit in one hand. It has several inset gemstone buttons on one end and a small lens on the other.
Popular with law enforcement and blackmailers alike, recording rods allow users to capture and replay incriminating scenes and are often concealed and triggered covertly to avoid raising the subject's suspicion.
For basic recording rods, once activated, the rod records for 1 minute, after which it loses its recording ability but can replay that same scene over and over.
Rarer and more expensive reusable versions of the recording rod operate similarly, but the recording function can be enabled a second time by permanently erasing the memory currently stored on the rod. A reusable recording rod lacks the consumable trait.
AoE1, page 80.
Item 3+
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone when sprayed. It doesn't affect visibility but causes invisible creatures in the area to be concealed rather than undetected. Revealing mist is ineffective in water or in areas with other factors affecting the spread of the mist, as determined by the GM. It remains in the area for 1 minute or until any significant wind disperses it, whichever comes first.
Type lesser; Level 3; Price 9 gp
Type greater; Level 7; Price 60 gp
The mist spreads in a 30-foot cone instead of a 15-foot cone.
Treasure Vault, page 55.
Item 11+
Usage affixed to a shield; Bulk —
Activate envision; Trigger You use the affixed shield to Shield Block a melee attack; Requirements You're a master in Athletics, and you have the affixed shield raised.
Category Talisman
This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the talisman, the gem shatters, releasing a powerful shockwave in a 15-foot cone that must include the enemy who struck the triggering blow, if possible. Each creature in the cone takes 2d6 sonic damage with a DC 28 basic Fortitude save. Any creature that fails its save is pushed 5 feet away from you (or 10 feet on a critical failure).
Type reverberating stone; Level 11; Price 275 gp
Type greater reverberating stone; Level 15; Price 1,200 gp
The cone is 30 feet, the damage is 3d6, and the DC is 34.
Treasure Vault, page 94.
Item 11
Price 275 gp
Usage affixed to a shield; Bulk —
Activate envision; Trigger You use the affixed shield to Shield Block a melee attack; Requirements You're a master in Athletics, and you have the affixed shield raised.
Category Talisman
This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the talisman, the gem shatters, releasing a powerful shockwave in a 15-foot cone that must include the enemy who struck the triggering blow, if possible. Each creature in the cone takes 2d6 sonic damage with a DC 28 basic Fortitude save. Any creature that fails its save is pushed 5 feet away from you (or 10 feet on a critical failure).
Main Item: Reverberating StoneTreasure Vault, page 94.
Item 9
Price 700 gp
Usage worn armor; Bulk 2
Category Armor
This +1 resilient hide armor is made from rhinoceros hide. It has an armor check penalty of –1 instead of –3. When you use the Sudden Charge class feat while wearing this armor, your Strike deals an additional 1d8 damage.
Craft Requirements The initial raw materials must include 320 gp of rhinoceros hide (a common material).
Core Rulebook, page 558.
Item 5
Price 28 gp
Usage affixed to armor
Activate envision; Trigger You would take physical damage.
Category Talisman
This thick brooch is carved from a single piece of rhino hide. It's lacquered and covered in a thin layer of silver dust. When activated, the talisman grants you resistance 5 to physical damage until the end of the current creature's turn. This resistance applies to the triggering attack.
Item 5
Price 22 gp
Ammunition Any
Activate Interact
Category Consumable
This arrow is made of polished animal horn, with the head of a rhinoceros carved in place of a traditional arrowhead.
When an activated rhino shot is fired, the ethereal form of a large rhinoceros takes shape around the projectile. On a successful Strike, the attack deals an additional 2d6 force damage, and the target must succeed at a DC 19 Fortitude save or be knocked prone. If the hit with the rhino shot was a critical success, the target is knocked prone unless it critically succeeds at its save.
LOTGB, page 30.
Item 4+
Usage worn mask
Category Worn Item
Covered with thick armor and bearing a thicker horn, this face mask grants you increased momentum. If you Stride at least 10 feet, your next melee Strike before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit.
Type rhinoceros mask; Level 4; Price 90 gp
Type greater rhinoceros mask; Level 8; Price 425 gp
Your melee Strikes ignore the Hardness of objects with a Hardness of 10 or less.
Strength of Thousands #1: Kindled Magic, page 74.
Item 4
Price 90 gp
Usage worn mask
Category Worn Item
Covered with thick armor and bearing a thicker horn, this face mask grants you increased momentum. If you Stride at least 10 feet, your next melee Strike before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit.
Main Item: Rhinoceros MaskStrength of Thousands #1: Kindled Magic, page 74.
Item 4+
Usage worn mask; Bulk —
Category Worn Item
Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you Stride at least 10 feet, your next melee Strike before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit.
Type rhinoceros mask; Level 4; Price 90 gp
Type greater rhinoceros mask; Level 8; Price 425 gp
Your melee Strikes ignore the Hardness of objects with a Hardness of 10 or less.
Treasure Vault, page 155.
Item 4
Price 90 gp
Usage worn mask; Bulk —
Category Worn Item
Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you Stride at least 10 feet, your next melee Strike before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit.
Main Item: Rhinoceros MaskTreasure Vault, page 155.
Item
Price 4 gp
Bulk 2
Damage 1d8 slashing
Hands 1
Category Advanced Melee Weapon; Group Sword
These dual-bladed swords are commonly used by urdefhan warriors.
Item 1
Usage held in 1 hand; Bulk L
Category Held
This small, enchanted bone (most often a jaw) is usually capped with metal at its ends. It's activated by striking it against a hard surface.
The bone's recording doesn't copy magical auditory effects, such as those of spellcasting, a harpy's song, or a banshee's wail. Once the rhythm bone has been activated in this way, it retains the recorded sound for the rest of its existence and can't be activated this way again.
Type rhythm bone; Level 1; Price 8 gp
Type greater rhythm bone; Level 4; Price 64 gp; Craft Requirements Supply a casting of ghost sound.
The magical bone records the next 10 minutes of ambient sounds that require a DC 20 or lower Perception check to hear.
Strength of Thousands #1: Kindled Magic, page 76.
Item 1
Price 8 gp
Usage held in 1 hand; Bulk L
Category Held
This small, enchanted bone (most often a jaw) is usually capped with metal at its ends. It's activated by striking it against a hard surface.
The bone's recording doesn't copy magical auditory effects, such as those of spellcasting, a harpy's song, or a banshee's wail. Once the rhythm bone has been activated in this way, it retains the recorded sound for the rest of its existence and can't be activated this way again.
Strength of Thousands #1: Kindled Magic, page 76.
Item 8
Devil erinys; Decipher Writing Nature, Religion
Category Contract
Profane powers of vengeance are yours to inflict.
Benefit When a creature deals damage to you, you can call out for retribution as a reaction. Until the end of your next turn, you gain a +1 status bonus to attack rolls against that creature.
Payment If you wound a creature, it is your duty to kill it. If a creature survives for 24 hours after you deal it damage, you are doomed 1. If you already have the doomed condition, it increases by 1.
Hidden Condition No more than once per year, the erinys can compel you to attack a creature of the erinys's choice that you can see. You are controlled by the erinys and must fight the chosen creature for 1 minute.
Termination Clause The contract demands that you enact bloody vengeance against anyone who has ever wronged you, but the nature of the vengeance is vague. You can end the contract by creating effigies of everyone you believe has ever wronged you, bleeding upon them all at once (at least 1 Hit Point per effigy), and destroying them.
Item 3+
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17.
Type rime crystal; Level 3; Price 55 gp
Type greater rime crystal; Level 8; Price 425 gp
Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24.
Type major rime crystal; Level 13; Price 2,800 gp
Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +20, and the spell DC is 30.
Treasure Vault, page 128.
Item 3
Price 55 gp
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17.
Treasure Vault, page 128.
Item 11
Price 1,400 gp
Usage held in 1 hand; Bulk L
Category Held
The steely blue blade of this +2 striking frost rapier emerges from a hilt wrapped in thick leather and trimmed in fur to protect the wielder's hand.
Treasure Vault, page 34.
Item 10
Price 175 gp
Usage held in 2 hands; Bulk 1
Category Held
Magical reagents slosh inside this rime-frosted pottery jar the size of a human head. Despite appearing to be rimed in hoarfrost, the jar is warm to the touch. Saetreind wizards create rime jars to sustain themselves during the coldest winter nights.
Item 12
Price 1,750 gp
Usage worn; Bulk —
Category Worn Item
Claw-like prongs on his thick golden band bears extend to dig deep into sheer surfaces when you are Climbing. This ring grants you a climb Speed equal to half your land Speed.
Penalties to your Speed (including those from your armor) apply before halving.
Core Rulebook, page 614.
Item 10
Price 925 gp
Usage worn; Bulk —
Category Worn Item
This ornate silver ring bears two competing geometric designs of brightly colored and wildly clashing inlaid gemstones. A spellcaster can cast a single spell into this ring as long as no spell is currently stored within, expending the normal time, costs, and so forth to Cast the Spell. The spell's effect doesn't occur; the spell's power is instead stored within the ring.
When you invest a ring of counterspells, you immediately know the name and level of the spell stored inside, if any. A ring of counterspells found as treasure has a 50% chance of having a spell stored in it. The GM determines that spell.
Once you do, the stored spell's energy is spent, and the ring is empty.
Core Rulebook, page 614.
Item 1
Price 15 gp
Usage worn ring; Bulk –
Category Worn Item
This ring magically conceals any armor and sheathed weapons you're wearing by either turning them invisible or creating the illusion of ordinary clothes. The ring doesn't change your appearance beyond concealing weapons and armor. As soon as you wield a weapon, the weapon becomes obvious to onlookers and is no longer affected by the ring until you sheathe the weapon for at least 1 minute. A creature can disbelieve this illusion by Seeking or any time it hits you with an attack.
AoE1, page 80.
Item 1
Price 15 gp
Usage worn; Bulk —
Category Worn Item
A ring of discretion magically conceals any armor and sheathed weapons you're wearing by either turning them invisible or creating the illusion of ordinary clothes. The ring doesn't change your appearance beyond concealing weapons and armor. As soon as you wield a weapon affected by the ring, the weapon becomes obvious to onlookers and is no longer affected until you sheathe the weapon for at least 1 minute. A creature can use the Seek action to examine you and disbelieve this illusion (DC 15), and it can attempt to do so without using an action each time it hits you with an attack.
Treasure Vault, page 154.
Item 6+
Usage worn; Bulk —
Category Worn Item
This ring grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each ring is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a ring of fire resistance might be capped with a ruby, whereas a ring of cold resistance features a sapphire instead.
Type ring of energy resistance; Level 6; Price 245 gp
Type greater ring of energy resistance; Level 10; Price 975 gp
The ring grants resistance 10.
Type major ring of energy resistance; Level 14; Price 4,400 gp
The ring grants resistance 15.
Core Rulebook, page 614.
Item 6
Price 245 gp
Usage worn; Bulk —
Category Worn Item
This ring grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each ring is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a ring of fire resistance might be capped with a ruby, whereas a ring of cold resistance features a sapphire instead.
Main Item: Ring of Energy ResistanceCore Rulebook, page 614.