Items: R (Part 2 of 3)

60 items, from Religious Text to Ring of Energy Resistance.

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Part: 1 2 3

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

Religious Text

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.

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Remorhaz Armor

Item 10

uncommon evocation fire invested magical 

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.

Activate [>>] command, envision; Frequency once per day; Effect The armor is sheathed in a fire shield.
Activate [R] envision; Frequency once per day; Trigger You're dealt 30 or more fire damage, before any reduction from your fire resistance; Requirements You've used the fire shield activation already today; Effect The fire shield activation recharges.

Craft Requirements The initial raw materials must include the carapace of a remorhaz (Bestiary 280).

Treasure Vault, page 19.

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Remote Trigger

Item 5

alchemical 

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.

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Rending Snare

Snare 14

uncommon consumable kobold mechanical snare trap 

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.

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Repair Kit

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.

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Repair Kit

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 Kit

Core Rulebook, page 288.

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Repeating Crossbow

Item 1

uncommon repeating 

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.

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Repeating Crossbow Magazine

Item

Price 9 sp (price for 5 bolts)

Bulk L

Category Ammunition; Group Bow

For use with repeating crossbows.

Main Item: Repeating Magazine

Guns & Gears, page 63.

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Repeating Hand Crossbow

Item 1

uncommon repeating 

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.

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Repeating Hand Crossbow Magazine

Item

Price 9 sp (price for 5 bolts)

Bulk L

Category Ammunition; Group Bow

For use with repeating crossbows.

Main Item: Repeating Magazine

Guns & Gears, page 63. Reprinted in AV3.

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Repeating Heavy Crossbow

Item 1

uncommon repeating 

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.

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Repeating Heavy Crossbow Magazine

Item

Price 9 sp (price for 5 bolts)

Bulk L

Category Ammunition; Group Bow

For use with repeating crossbows.

Main Item: Repeating Magazine

Guns & Gears, page 63.

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Repeating Magazine

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.

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Replacement Cosmetics

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.

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Replacement Cosmetics

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 Cosmetics

Core Rulebook, page 288.

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Replacement Filter

Item

uncommon 

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.

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Replacement Filter (Level 1)

Item 1

uncommon 

Price 3 gp

Category Adventuring Gear

See Water Purifier for information.

The counteract modifier is +5.

Main Item: Replacement Filter

LOPSG, page 114.

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Replacement Filter (Level 10)

Item 10

uncommon 

Price 25 gp

Category Adventuring Gear

See Water Purifier for information.

The counteract modifier is +17.

Main Item: Replacement Filter

LOPSG, page 114.

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Replacement Filter (Level 5)

Item 5

uncommon 

Price 25 gp

Category Adventuring Gear

See Water Purifier for information.

The counteract modifier is +9.

Main Item: Replacement Filter

LOPSG, page 114.

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Replacement Picks

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.

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Replacement Picks

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 Picks

Core Rulebook, page 288.

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Repulsion Resin

Item 16

uncommon consumable divine ingested poison 

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.

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Resilient

Rune 8+

abjuration magical 

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.

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Resilient

Rune 8

abjuration magical 

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: Resilient

Core Rulebook, page 581.

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Resonating Ammunition

Item 11

consumable evocation magical sonic 

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.

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Resonating Fork

Item 5+

evocation magical sonic spellheart 

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.

Activate Cast a Spell; Effect You cast bullhorn .
Activate Cast a Spell; Frequency once per day; Effect You cast biting words .

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.

Activate Cast a Spell; Frequency once per day; Effect You cast 2nd-level biting words.
Activate Cast a Spell; Frequency once per day; Effect You cast sound burst.

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.

Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level sound burst.
Activate Cast a Spell; Frequency once per day; Effect You cast painful vibrations .

Treasure Vault, page 128.

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Restful Sleep Fulu

Item 6

consumable enchantment fulu magical necromancy 

Price 32 gp

Usage affixed to a creature

Activate [F] 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.

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Restful Tent

Item 7

enchantment magical 

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.

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Restoration Bravery Baldric

Item 7

invested magical 

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.

Activate [>>] command, envision; Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type.

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 Baldric

Treasure Vault, page 145.

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Restoration, Greater Bravery Baldric

Item 11

invested magical 

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.

Activate [>>] command, envision; Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type.

As the restoration baldric, but it grants 4th-level restoration.

Main Item: Bravery Baldric

Treasure Vault, page 145.

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Retaliation

Item 6+

evocation magical 

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.

Activate [F] envision; Frequency once per hour; Trigger You Shield Block a melee Strike; Effect You unleash force damage against the creature that made the triggering attack. This attack deals 4d4 force damage (DC 20 basic Reflex save).

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.

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Retribution Axe

Item 3

enchantment magical 

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.

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Retrieval Prism

Item 3+

conjuration consumable magical talisman teleportation 

Usage affixed to armor

Activate [F] 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.

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Retrieval Prism

Item 3

conjuration consumable magical talisman teleportation 

Price 12 gp

Usage affixed to armor

Activate [F] 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 Prism

Secrets of Magic, page 176.

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Returning

Rune 3

evocation magical 

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.

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Reusable Recording Rod

Item 5

uncommon divination magical scrying 

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.

Activate [>] Interact; Effect When activated, the rod records anything it sees and hears for 1 minute. Its lens acts as both eye and ear with precise vision and imprecise hearing. This recorded sequence can then be played back as many times as desired, the sights and sounds communicated telepathically to the rod's holder. The rod's recording sequence can be triggered manually by a person holding it, or it can be programmed to begin recording automatically in response to a specified stimulus, such as nearby movement or a specific trigger word spoken in its vicinity.

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.

Main Item: Recording Rod

AoE1, page 80.

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Revealing Mist

Item 3+

alchemical consumable 

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.

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Reverberating Stone

Item 11+

consumable evocation magical talisman 

Usage affixed to a shield; Bulk —

Activate [F] 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.

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Reverberating Stone

Item 11

consumable evocation magical talisman 

Price 275 gp

Usage affixed to a shield; Bulk —

Activate [F] 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 Stone

Treasure Vault, page 94.

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Rhino Hide

Item 9

invested magical transmutation 

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.

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Rhino Hide Brooch

Item 5

uncommon abjuration consumable magical talisman 

Price 28 gp

Usage affixed to armor

Activate [R] 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.

Strength of Thousands #2: Spoken on the Song Wind, page 76.

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Rhino Shot

Item 5

uncommon conjuration consumable magical 

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.

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Rhinoceros Mask

Item 4+

uncommon invested magical transmutation 

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.

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Rhinoceros Mask

Item 4

uncommon invested magical transmutation 

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 Mask

Strength of Thousands #1: Kindled Magic, page 74.

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Rhinoceros Mask

Item 4+

uncommon invested magical transmutation 

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.

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Rhinoceros Mask

Item 4

uncommon invested magical transmutation 

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 Mask

Treasure Vault, page 155.

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Rhoka Sword

Item

deadly d8 two-hand d10 

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.

Abomination Vaults #3: Eyes of Empty Death, page 73.

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Rhythm Bone

Item 1

uncommon auditory magical 

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.

Activate [>] Interact; Effect The bone begins recording the next 1 minute of ambient sounds (including speech) that require a DC 15 or lower Perception check to hear.

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.

Activate [>] Interact; Effect The bone replays its recorded sounds.

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.

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Rhythm Bone

Item 1

uncommon auditory magical 

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.

Activate [>] Interact; Effect The bone begins recording the next 1 minute of ambient sounds (including speech) that require a DC 15 or lower Perception check to hear.

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.

Activate [>] Interact; Effect The bone replays its recorded sounds.
Main Item: Rhythm Bone

Strength of Thousands #1: Kindled Magic, page 76.

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Right Of Retribution

Item 8

rare contract enchantment invested magical 

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.

Abomination Vaults #2: Hands of the Devil, page 75.

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Rime Crystal

Item 3+

cold evocation magical spellheart 

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.

Activate Cast a Spell; Effect You cast ray of frost.

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.

Activate Cast a Spell; Frequency once per day; Effect You cast 3rd-level chilling spray .

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.

Activate Cast a Spell; Frequency once per day; Effect You cast ice storm .
Activate Cast a Spell; Frequency once per day; Effect You cast cone of cold.

Treasure Vault, page 128.

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Rime Crystal

Item 3

cold evocation magical spellheart 

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.

Activate Cast a Spell; Effect You cast ray of frost.
Main Item: Rime Crystal

Treasure Vault, page 128.

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Rime Foil

Item 11

uncommon evocation magical 

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.

Activate [>>] command, Interact; Frequency once per day; Requirements You hit a creature using the rime foil as your last action; Effect You cast 5th-level phantom prison on the target (DC 22 Will to disbelieve). If the target has been damaged by a shattered plan in the last round, the DC is instead 24. Special The rime foil pairs with the shattered plan.

Treasure Vault, page 34.

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Rime Jar

Item 10

uncommon evocation magical 

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.

Activate [>>>] Interact; Effect The jar draws off the cold and warms your body. If you have the fatigued condition caused by exposure to environmental cold, it removes the condition. For 8 hours after applying the rime, you treat extreme cold as severe cold.

Gatewalkers #3: Dreamers of the Nameless Spires, page 77.

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Ring of Climbing

Item 12

invested magical transmutation 

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.

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Ring of Counterspells

Item 10

uncommon abjuration invested magical 

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.

Activate [R] envision; Trigger You are targeted by or within the area of the spell stored within the ring; Effect You can attempt to counteract the triggering spell, using the level of the spell stored in the ring and a counteract modifier of +19.

Once you do, the stored spell's energy is spent, and the ring is empty.

Activate [>] command; Effect You harmlessly expend the stored spell, having no effect but emptying the ring so that another spell can be cast into it.

Core Rulebook, page 614.

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Ring Of Discretion

Item 1

uncommon illusion invested magical visual 

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.

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Ring of Discretion

Item 1

illusion invested magical visual 

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.

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Ring of Energy Resistance

Item 6+

abjuration invested magical 

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.

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Ring of Energy Resistance

Item 6

abjuration invested magical 

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 Resistance

Core Rulebook, page 614.

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