Items: S (Part 2 of 10)

60 items, from Self-Emptying Pocket to Shuriken.

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Part: 1 2 3 4 5 6 7 8 9 10

Self-Emptying Pocket · Self-Immolating Note · Sense-Dulling Hood · Sentry Fulu · Serene Mutagen · Serpent Oil · Serrating · Serum of Sex Shift · Server's Stew · Seventh Prism · Sextant of the Night · Shade Hat · Shadow · Shadow · Shadow Essence · Shadow Signet · Shadowed Scale, the Jungle Secret · Shadowmist Cape · Shaifokhial · Shapespeak Mask · Shapespeak Mask · Shared-Pain Kaedom · Shark Tooth Charm · Shattered Plan · Shatterstone · Shatterstone · Shauth Blade · Shauth Lash · Shears · Shenoudrorn's Pipe · Shield Augmentation · Shield Boss · Shield Bow · Shield Of The Unified Legion · Shield Sconce · Shield Spikes · Shielding Salve · Shifter Prosthesis · Shifting · Shimmering Dust · Shining Ammunition · Shining Shield · Shining Wayfinder · Shiver · Shobhad Longrifle · Shock · Shock · Shockguard Coil · Shoony Shovel · Shootist Bandolier · Short Tool · Shortbow · Shortbread Spy · Shortsword · Shot Of The First Vault · Shrapnel Snare · Shrieking Key · Shrieking Skull · Shrinking Potion · Shuriken

Self-Emptying Pocket

Item 9

rare contract invested magical 

Category Contract

You never perform to an empty crowd after promising any profits to a phantom in a playhouse, sealed by holes that appear in your pockets. By meeting with the attendees at your events, you can use Performance instead of Diplomacy to Gather Information. When you would use Performance to Earn Income, you don't earn any gold pieces, as the money disappears before you can even count it.

The entity that holds your bargained contract can influence your reception any time you perform for a crowd or Activate the pocket. If they influence your performance favorably, you gain a +2 item bonus to your Performance check. If they influence your performance unfavorably, you gain a -2 item penalty to your Performance check. If you've failed to earn the entity money in quite a while, it typically influences your performance unfavorably.

Activate [>>] command, envision; Frequency once per day; Effect You exercise all of your charm on a creature, turning a chance meeting into an impromptu performance that commands attention. Attempt a single Performance check against the Perception DC of the creature. On a success, the creature is affected as though by a successful Deception check to Create a Diversion. The entity that holds your contract can influence this performance as well.

Dark Archive, page 165.

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Self-Immolating Note

Item 1

uncommon alchemical consumable fire 

Access Member of a secret society

Price 3 gp

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Consumable

This paper is crafted with an unusual formula, causing it to catch fire and self-immolate 5 minutes after being exposed to the air.

The item activates automatically when the envelope is opened, which typically takes an Interact action. Anyone holding the note when it catches fire takes 1 fire damage. Often, these notes are given as practical jokes or threats, but secret societies find them quite useful when sharing information about upcoming meetings or any other relevant news. These letters must be written in haste and require the use of their accompanying envelopes, which prevent air from interacting with the paper until the envelope's seal is broken.

Dark Archive, page 78.

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Sense-Dulling Hood

Item 6+

alchemical consumable 

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Consumable

Sometimes, an enemy's dangerous special ability makes relatively standard sensory capabilities a liability. From otyugh stench to a harpy's song, plenty of creatures use their prey's senses against them. A sense-dulling hood is a wide, single-use mask designed to be pulled from an airtight package and slipped over the head. The mask grants you an item bonus to saving throws against auditory, olfactory, and visual effects for a time, according to the mask's type. Since it dulls your senses without depriving you of them, the mask also imposes a –1 penalty to rolls and checks using Perception for the same duration.

Type lesser; Level 6; Price 40 gp

The bonus is +2, and the duration is 10 minutes.

Type greater; Level 12; Price 350 gp

The bonus is +4, and the duration is 1 hour.

Treasure Vault, page 55.

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Sentry Fulu

Item 4

abjuration consumable fulu magical 

Price 15 gp

Usage affixed to the ground; Bulk —

Activate [>>>] command, envision, Interact

Category Consumable

A sentry fulu depicts an armed guard. When you activate the fulu, it takes the shape of a Tiny humanoid guard made of paper and keeps watch over an area in a 20‑foot burst. The guard has a Perception DC of 20, along with precise visual senses and imprecise hearing and vibrational sense to detect creatures moving in its area, including through the air. You dictate whether the guard remains still in its area or patrols it; if the latter, you also determine the path the guard takes, at a Speed of 25 feet. You also determine a password others must give the guard to bypass it. If a creature enters the area without giving the password, the sentry creates either an audible or mental alarm. An audible alarm has the sound and volume of a human shouting, as well as the auditory trait, allowing each creature that can hear it to attempt a DC 15 Perception check to wake up if they're asleep. The mental alert reaches you if you're within 60 feet of the active guard (see below). The guard remains active for 8 hours, and then the fulu is consumed. If you have more than one sentry fulu, you can set up several that function as a unit, provided their areas touch or overlap.

When one sounds its alarm, the alarm passes through all of them, so you must be within range of only one to hear it or receive the mental alert. Creatures that give the correct password to one sentry fulu in a unit need not give that password again to the others. The destruction of one fulu‑created guard in a unit sets off the alarm in others in connected areas.

Treasure Vault, page 78.

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Serene Mutagen

Item 1+

alchemical consumable elixir mutagen polymorph 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

You gain inner serenity, focused on fine details and steeled against mental assaults, but you find violence off-putting.

Benefit You gain an item bonus to Will saves and Perception, Medicine, Nature, Religion, and Survival checks. This bonus improves when you attempt Will saves against mental effects.

Drawback You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage die to all weapon, unarmed attack, and spell damage.

Type lesser; Level 1; Price 4 gp

The bonus is +1, or +2 vs. mental, and the duration is 1 minute.

Type moderate; Level 3; Price 12 gp

The bonus is +2, or +3 vs. mental, and the duration is 10 minutes.

Type greater; Level 11; Price 300 gp

The bonus is +3, or +4 vs. mental, and the duration is 1 hour.

When you roll a success on a Will save against a mental effect, you get a critical success instead.

Type major; Level 17; Price 3,000 gp

The bonus is +4, and the duration is 1 hour. When you roll a success on a Will save against a mental effect, you get a critical success instead, and your critical failures on Will saves against mental effects become failures instead.

Core Rulebook, page 549.

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Serpent Oil

Item 3+

consumable magical oil transmutation 

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed.

Type lesser; Level 3; Price 8 gp

Type moderate; Level 5; Price 24 gp

The oil can be applied to a Small object, producing a sea snake (Bestiary 2 245), or a Medium object, producing a ball python.

Type greater; Level 7; Price 56 gp

The oil can be applied to a Medium object, producing a giant viper.

Type major; Level 11; Price 225 gp

The oil can be applied to a Large object, producing an emperor cobra (Bestiary 2 245).

Type true; Level 15; Price 1,100 gp

The oil can be applied to a Huge object, producing a giant anaconda.

Treasure Vault, page 87.

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Serrating

Rune 10

uncommon evocation magical 

Price 1,000 gp

Usage etched onto a slashing melee weapon

Category Rune

A serrating weapon's bladed edge separates into jagged, swirling shards that spin along the blade. When dealing slashing damage, the weapon deals an additional 1d4 damage.

Activate [>] Interact; Effect You brandish the weapon and focus its power, causing the serrated shards to buzz as they spin at a dizzying speed. On your next hit with the weapon this turn that deals slashing damage, the serrating rune adds an additional 1d12 damage instead of the additional 1d4 damage, and then the shards return to their usual speed.

LOCG, page 93.

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Serum of Sex Shift

Item 7

consumable magical potion transmutation 

Price 60 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Upon drinking this potion, your biology instantly transforms to take on a set of sexual characteristics of your choice, changing your appearance and physiology accordingly. You have mild control over the details of this change, but you retain a strong "family resemblance" to your former appearance.

The magic functions instantaneously and can't be counteracted. Your new anatomy is as healthy and functional as your previous body's, potentially allowing you to procreate (depending on your ancestry's biology). Drinking a subsequent serum of sex shift allows you to either revert back to your original form or adopt other sexual characteristics, as you choose. The elixir has no effect if you are pregnant or from an ancestry with no sexual differentiation. Most ancestries have a wide spectrum of sexual differentiation, some common, others more rare.

Core Rulebook, page 564.

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Server's Stew

Item 7

uncommon consumable divination magical 

Price 60 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

The type of animal tongue used in this tomato-based stew shifts from region to region, but it's always cooked with spirit of wine and seasoned with refined pesh. Eating this restaurant-staff favorite empowers you to speak and understand a single language for 1 hour. This must be a language the stew's cook could speak and understand, chosen at the time of the stew's creation. It also helps your words land smoothly, granting you a +2 item bonus to Diplomacy checks made in that language for the same duration. It doesn't allow you to read the newly acquired language in its written form.

LOTGB, page 47.

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Seventh Prism

Item 3+

catalyst consumable magical 

Usage held in 1 hand; Bulk L

Activate Cast a Spell

Category Consumable

Beloved by the church of the Seventh Veil, a seventh prism is a crystal that disperses its internal light, casting an aurora of color. If you use a seventh prism to cast color spray, targets are dazzled for twice as long as their saving throw indicates.

On a critical failure, the target is dazzled for 1 minute after its blinded condition ends. Motes of shifting rainbow hues cloud the eyes, making it difficult to see details.

Type triangular seventh prism; Level 3; Price 10 gp

Type pentagonal seventh prism; Level 7; Price 52 gp

The area increases to a 20‑foot cone, and the DC for the flat check against the target being concealed increases to 7.

Treasure Vault, page 75.

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Sextant of the Night

Item 4

divination magical 

Price 95 gp

Usage held in 1 hand; Bulk 1

Category Held

This finely wrought sextant is made from silver with several onyx mirrors and shades made from thin sets of crystal glass. A fine spyglass made of silver is affixed to the frame; removing the spyglass destroys the sextant. By all appearances, the sextant shouldn't function, as the shades and mirrors are swapped, but when you look through the spyglass, you see a night sky during the day and the sun during the night, as if day and night were inverted.

When you use the sextant, you gain a +1 item bonus to Survival checks, which increases to a +2 item bonus when you Sense Direction.

Treasure Vault, page 116.

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Shade Hat

Item 5

uncommon abjuration invested magical 

Price 150 gp

Usage worn headwear; Bulk L

Category Worn Item

This comfortable and stylish wide-brimmed hat magically protects you from the worst of the heat in hot areas, even when the heat doesn't come from the sun. While wearing the shade hat, you are protected from mild and severe heat (but not extreme heat).

LOTGB, page 51.

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Shadow

Rune 5+

magical transmutation 

Usage etched onto light or medium nonmetallic armor

Category Rune

Armor with this rune becomes hazy black. You gain a +1 item bonus to Stealth checks while wearing the armor.

Type shadow; Level 5; Price 55 gp

Type greater shadow; Level 9; Price 650 gp

The item bonus is +2.

Type major shadow; Level 17; Price 14,000 gp

The item bonus is +3.

Core Rulebook, page 583.

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Shadow

Rune 5

magical transmutation 

Price 55 gp

Usage etched onto light or medium nonmetallic armor

Category Rune

Armor with this rune becomes hazy black. You gain a +1 item bonus to Stealth checks while wearing the armor.

Main Item: Shadow

Core Rulebook, page 583.

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Shadow Essence

Item 10

alchemical consumable injury negative poison 

Price 160 gp

Usage held in 2 hands; Bulk L

Activate [>>>] Interact

Category Poison

Distilled from the Plane of Shadow, this oily substance imposes tenebrous effects. The enfeebled condition from shadow essence lasts for 24 hours.

Saving Throw DC 29 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 negative damage and 2d6 poison damage (1 round); Stage 2 3d6 negative damage, 2d6 poison damage, and enfeebled 1 (1 round); Stage 3 3d6 negative damage, 2d6 poison damage, and enfeebled 2 (1 round)

Core Rulebook, page 553.

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Shadow Signet

Item 10

evocation invested magical 

Price 1,000 gp

Usage worn

Category Worn Item

This obsidian ring allows you to partially warp your spells through the Shadow Plane, allowing them to strike directly at a target's body.

Activate [F] command (metamagic); Effect If your next action is to Cast a Spell that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell attack roll against that defense instead of AC. If the spell has multiple targets, the choice of DC applies to all of them.

Secrets of Magic, page 189.

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Shadowed Scale, the Jungle Secret

Item 22

unique artifact conjuration invested magical primal 

Usage worn mask; Bulk L

Category Artifact

This gold-inlaid wooden mask depicts the reptilian visage of a mokele-mbembe, a jungle predator seen by the Tratrith as embodiments of nature's strength and majesty.

If you're a Falutairnn who already has a mask, you can use Shadowed Scale, the Jungle Secret in lieu of your own mask for the purposes of mask-related abilities, such as Magic Warrior Dedication (Graemorutaeth World Guide 95). When you wear the mask, you are always concealed while in a jungle.

Activate [>] envision; Requirements Your last action was a melee Strike that killed a living creature or destroyed an undead creature; Effect You cause the body to decompose into a pile of fertile soil. The creature's body is completely destroyed at the start of your next turn, and it can only be returned to life with the use of powerful magic such as miracle or wish.
Activate [>] Interact; Frequency once per hour; Requirements You are adjacent to the body of a creature you killed that has decomposed into soil; Effect You pull a seed from the mask and throw it into the soil, where it sprouts. You cast summon plant or fungus; the spell is heightened to a level equal to one-half of the slain creature's level, rounded up. When the spell's duration ends, the plant creature returns to the soil, where it roots itself and becomes a non-creature piece of flora.

Destruction If the progenitor of all mokele-mbembes stomps on the mask, it is crushed to splinters.

Strength of Thousands #6: Shadows of the Ancients, page 77.

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Shadowmist Cape

Item 19

apex illusion invested magical 

Price 40,000 gp

Usage worn cape; Bulk L

Category Apex

This black cape flows more like a vaporous liquid than fabric. The cape grants you a +3 item bonus to Stealth checks. When you invest the cape, you either increase your Dexterity score by 2 or increase it to 18, whichever is higher.

Activate [R] Interact; Frequency once per hour; Trigger A creature misses you with an attack; Effect Attempt a Stealth check against the triggering creature's Perception DC. If you roll a success, you're hidden from that creature until the end of your next turn or until right after you use a hostile action against that creature. If you roll a critical success, you're hidden from that creature until the end of your next turn, even if you use hostile actions against that creature.
Activate [>>] Interact; Frequency once per day; Effect With a twirl of the cape, you transform yourself into a puff of gray smoke. You cast gaseous form on yourself.

Treasure Vault, page 104.

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Shaifokhial

Item 0

Price 5 gp

Category Pet

Originally brought to Shoumeistai by kayals fleeing the Shadow Plane, shaifokhials are shy creatures made from shadow. They resemble small monkeys with reptilian features like claws, short horns, and long, shadowy tongues. When in a new home, they tend to hide under beds or in closets. Around people they trust, they'll sit quietly on a lap for hours.

LOTG, page 103.

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Shapespeak Mask

Item 4

uncommon invested magical transmutation 

Price 80 gp

Usage worn mask

Category Worn Item

This simple wooden mask is carved into the shape of an animal, usually tailored to a species of beast that the user favors. While wearing this mask, you can speak even when polymorphed into an animal. The shapespeak mask does not otherwise remove any limitations, such as the inability to cast spells when transformed.

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

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Shapespeak Mask

Item 4

invested magical transmutation 

Price 80 gp

Usage worn mask; Bulk —

Category Worn Item

A shapespeak mask is carved into the shape of an animal, usually tailored to a species of beast that the user favors. While wearing this mask, you can speak when polymorphed into an animal. The mask removes no other limitations, such as the inability to cast spells while transformed.

Treasure Vault, page 155.

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Shared-Pain Kaedom

Item 14

rare cursed invested magical necromancy 

Usage worn armor; Bulk 3

Category Armor

A shared‑pain kaedom seems to be an impressive suit of +2 resilient fortification darkwood kaedom (page 9) shaped to resemble a mighty linnorm. However, it protects you by drawing on the health of your nearby allies. When you roll the flat check for the armor's fortification rune, it protects you normally when you roll a 20. When you roll a 17, 18, or 19, though, the GM determines damage for the critical hit normally, then distributes half to you and the other half evenly among allies within 30 feet of you. If no ally is within range to take the distributed damage, the fortification rune fails to function. This effect manifests the first time an attacker scores a critical hit on you, after which the armor fuses with you.

Treasure Vault, page 192.

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Shark Tooth Charm

Item 5

abjuration consumable magical talisman 

Price 23 gp

Usage affixed to armor; Bulk —

Activate [F] command; Trigger You attempt to Escape using Acrobatics for your roll, but you haven't rolled yet; Requirements You are an expert in Acrobatics.

Category Talisman

This dried seaweed bracelet is lined with charms shaped like small shark teeth. When you activate the bracelet, if you roll a success on the triggering check, you get a critical success instead (if you roll a critical failure, you get a failure instead). If you fail the Acrobatics check against a grabbing creature, the creature must either release you as a free action or take 2d8 piercing damage as shark's teeth momentarily emerge from your skin.

Core Rulebook, page 569.

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Shattered Plan

Item 11

uncommon divination magical 

Price 1,400 gp

Usage held in 1 hand; Bulk 1

Category Held

Though the body of this +2 striking impactful boomerang is riddled with glowing hairline cracks, the weapon feels reassuringly solid in the hand. If you damage a target that has been struck by a rime foil within the last round, you bruise its chilled body, and the target takes a –5-foot penalty to all its Speeds, or a –10-foot penalty on a critical hit.

Special The shattered plan pairs with the rime foil.

Treasure Vault, page 35.

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Shatterstone

Item 12+

alchemical bomb consumable sonic splash 

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

A shatterstone is a small ceramic orb, much like a thunderstone.

Inside are reactive agents that set up an intense field of sonic vibration when the stone breaks. The bomb grants an item bonus to attack rolls and deals sonic damage and sonic splash damage, according to the bomb's type. Much of the sound is ultrasonic, and creatures with sonic weakness that take damage from the bomb must succeed at a Fortitude saving throw at the listed DC or be deafened until the end of their next turn.

Type shatterstone; Level 12; Price 380 gp

You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 sonic damage and 3 sonic splash damage. The Fortitude DC is 30.

Type greater shatterstone; Level 18; Price 3,800 gp

You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 sonic damage and 4 sonic splash damage. The Fortitude DC is 40.

Treasure Vault, page 44.

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Shatterstone

Item 12

alchemical bomb consumable sonic splash 

Price 380 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

A shatterstone is a small ceramic orb, much like a thunderstone.

Inside are reactive agents that set up an intense field of sonic vibration when the stone breaks. The bomb grants an item bonus to attack rolls and deals sonic damage and sonic splash damage, according to the bomb's type. Much of the sound is ultrasonic, and creatures with sonic weakness that take damage from the bomb must succeed at a Fortitude saving throw at the listed DC or be deafened until the end of their next turn.

You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 sonic damage and 3 sonic splash damage. The Fortitude DC is 30.

Main Item: Shatterstone

Treasure Vault, page 44.

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Shauth Blade

Item

agile deadly d8 finesse versatile p 

Price 2 gp

Bulk L

Damage 1d4 slashing

Hands 1

Category Martial Melee Weapon; Group Knife

These strange curved blades are jagged and deadly weapons made from the alchemically strengthened teeth of dead urdefhans. Each weapon is typically named for the urdefhan whose teeth were forged into the weapon, which are often carried (and revered) by that urdefhan's descendants. Magical shauth blades allow an urdefhan wielder to channel their Wicked Bite ability through shauth blade Strikes.

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

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Shauth Lash

Item

deadly d10 finesse trip 

Price 8 gp

Bulk 1

Damage 1d6 slashing

Hands 2

Category Advanced Melee Weapon; Group Flail

This metal chain bears hook-like barbs made of alchemically strengthened urdefhan teeth. Magical shauth lashes have the same ability to channel an urdefhan wielder's Wicked Bite as magical shauth blades, and urdefhans hold these weapons with the same reverence as they do shauth blades.

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

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Shears

Item

uncommon deadly d8 finesse versatile p 

Price 5 sp

Bulk L

Damage 1d4 slashing

Hands 1

Category Simple Melee Weapon; Group Knife

No entries found.

Bestiary 2, page 184.

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Shenoudrorn's Pipe

Item 3

unique abjuration magical relic 

Aspects luck and mind

Usage held in 1 hand; Bulk L

Category Adventuring Gear

A famed detective once owned the long, curved shenoudrorn's pipe, taking it with them on investigations, keeping it in hand or mouth while cogitating. The pipe might have passed down through generations. Or, when an owner dies without heirs, it could go up for auction, be given to family friends, or remain at the scene of a crime to be found later. The shenoudrorn's pipe has sapience that eventually awakens, allowing the relic to act as a helpful assistant in investigations. Even while this sapience sleeps within the pipe, it grants you a +1 item bonus to Perception checks to Sense Motive, and if you're an investigator, any checks you make to Pursue a Lead.

Minor Gifts beginner's luck, repository of knowledge

Major Gifts intelligent relic (N), steal luck

Grand Gift mental bastion

Treasure Vault, page 205.

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Shield Augmentation

Item 0

uncommon adjustment 

Price 8 sp

Usage applied to a shield

Category Shield Adjustment

There are numerous methods to modify shields—snarling rods to catch weapons, bladed edges, padding for nonlethal strikes, and so on—but all share basic functionality. A shield augmentation can be etched with weapon runes, much like a shield boss or shield spikes, but doesn't otherwise alter your shield's statistics. A shield bearing an augmentation can't be combined with an attached weapon, like shield spikes.

A shield augmentation grants your shield one or more weapon traits, chosen when the augmentation is created. You can either choose to add the backswing or forceful trait, or you can choose two of the following weapon traits: disarm, nonlethal, shove, thrown 10 feet, trip, or versatile S.

LOTGB, page 104.

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Shield Boss

Item

attached to shield 

Price 5 sp

Bulk —

Damage 1d6 bludgeoning

Hands 1

Category Martial Melee Weapon; Group Shield

Typically a round, convex, or conical piece of thick metal attached to the center of a shield, a shield boss increases the bludgeoning damage of a shield bash.

Core Rulebook, page 281.

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Shield Bow

Item

deadly d8 parry 

Price 5 gp

Bulk 1

Damage 1d6 piercing

Ammunition Arrow; Range 50 ft.; Reload 0

Hands 1+

Category Martial Ranged Weapon; Group Bow

As the name implies, a shield bow is a bow with an integrated shielding surface. While versatile and effective, a shield bow's architecture limits its flexibility somewhat, decreasing its total draw strength and penetrating power.

Treasure Vault, page 30.

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Shield Of The Unified Legion

Item 20

uncommon evocation magical shield 

Price 70,000 gp

Usage strapped to 1 hand; Bulk L

Category Shield; Group Shield

This high-grade orichalcum shield (Hardness 16, HP 64, and BT 32) bears a +3 major striking shield boss that cannot be removed. It gleams brightly in any light, drawing attention at all times. When you Raise this Shield, ephemeral reflections of it appear in front of each of your allies within 30 feet, granting them its +2 circumstance bonus to AC for as long as they are within 30 feet of you and your shield is raised.

Activate [>>] Interact (force); Frequency once per minute; Effect You heft the shield and thrust it forward, causing ephemeral reflections of the shield to surround you and then rush outward in a 90-foot line or 60-foot cone (your choice). Make a shield bash Strike against each enemy within the area, except that the damage dealt is force damage. Each target you hit is moved 10 feet away from you (each target you critically hit is also knocked prone). This is forced movement. These shield bashes count against your multiple attack penalty, but the penalty doesn't increase until after you have made all these attacks.

Extinction Curse #6: The Apocalypse Prophet, page 75.

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Shield Sconce

Item

uncommon 

Price 1 sp

Category Adventuring Gear

This carefully balanced metal bracket can be attached to the front or top of a shield or tower shield (but not a buckler), allowing you to carry a torch without giving up your shield or holding it in your other hand. While carrying a torch in this way, you must attempt a DC 11 flat check every time you use the Shield Block reaction; on a failure, the torch is extinguished.

LOPSG, page 114.

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Shield Spikes

Item

attached to shield 

Price 5 sp

Bulk —

Damage 1d6 piercing

Hands 1

Category Martial Melee Weapon; Group Shield

These metal spikes are strategically placed on the defensive side of the shield to deal piercing damage with a shield bash.

Core Rulebook, page 281.

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Shielding Salve

Item 1

abjuration consumable magical oil 

Price 4 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Oil

This shimmering paste has many properties of a shield spell.

When you slather it onto a creature or object, the target gains a +1 circumstance bonus to AC for 1 round. The first time a physical attack or a magic missile hits the target during that round, the oil prevents 5 damage from that attack or spell, and then the oil's effect ends.

Advanced Player’s Guide, page 259.

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Shifter Prosthesis

Item 6

invested magical transmutation 

Price 210 gp

Usage worn; Bulk 1

Category Prosthesis Assistive Item

This prosthetic arm is imbued with transmutation magic that can transform it into a weapon.

Activate [>>>] command, Interact; Requirements You are holding a one-handed weapon; Effect The prosthesis engulfs the weapon and absorbs it entirely. The weapon is unavailable until you use this Activation to release it from the prosthesis. The prosthesis can hold up to two items at a time.
Activate [F] envision; Frequency once per minute; Effect The prosthesis reshapes into the form of a weapon it has absorbed. The prosthesis has all of the statistics of the weapon, including the effects of any etched runes. The prosthesis remains in this weapon's form until you use this Activation again to revert it back to a prosthesis.

LOTGB, page 73.

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Shifting

Rune 6

magical transmutation 

Price 225 gp

Usage etched onto a melee weapon

Category Rune

With a moment of manipulation, you can shift this weapon into a different weapon with a similar form.

Activate [>] Interact; Effect The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon's runes and any precious material it's made of apply to the weapon's new shape. Any property runes that can't apply to the new form are suppressed until the item takes a shape to which they can apply.

Core Rulebook, page 585.

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Shimmering Dust

Item 5

catalyst consumable magical 

Price 25 gp

Usage held in 1 hand; Bulk L

Category Consumable

This luminous mica dust fluoresces for a short time after being exposed to significant amounts of magical energy. When a creature fails its save against a cloud of glitterdust created using this catalyst, glowing grains stick to them, causing them to shed dim light in a 20-foot radius for as long as their invisibility is negated by the spell as well as causing them to take a –2 circumstance penalty to Stealth for that duration.

Secrets of Magic, page 169.

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Shining Ammunition

Item 1

consumable evocation light magical 

Price 3 gp

Ammunition any

Category Ammunition

A piece of shining ammunition gives off a faint glow. When shot, this ammunition sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. If it hits a target, it sticks, causing the target to shed light in the same radius. A creature can remove the ammunition with an Interact action, but the ammunition itself continues to glow for the rest of the duration or until destroyed.

Core Rulebook, page 560. Reprinted in BB.

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Shining Shield

Item 10

uncommon enchantment magical 

Access Kaetiarn have access to this item.

Price 1,000 gp

Usage held in 1 hand; Bulk 1

Category Held

Kalabrynne Falamoraikraeth commissioned the first of these shields, which have become some of the Shining Sentinels' most valued equipment, replicated among these knights. A shining shield is a seemingly simple wooden shield (Hardness 6, HP 24, BT 12) with the Shining Oath engraved on the inside. While raised, a shining shield moves itself to provide cover for your allies. If you have this shield raised and would provide cover to an ally against a foe by standing between them, the cover you provide increases one step. Thus, if you were to grant lesser cover, you grant standard cover instead; if you were to grant standard cover, you instead grant greater cover.

Activate [>>>] command, Interact; Frequency once per day; Effect You shout an oath to protect the innocent and weak, and the shield gives off bright light. All enemies in a 30- foot radius around you must attempt a DC 27 Will save, with the following effects.Success The creature is unaffected.Failure For 1 round, the creature ignores other creatures in the area and concentrates on bringing you down. The creature will still attack anyone preventing them from attacking you, uses tactics deemed most convenient to defeat you, and works with other creatures that confront you.Critical Failure As failure, but the duration is 1 minute.

LOKL, page 90.

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Shining Wayfinder

Item 4

uncommon abjuration divination evocation invested magical 

Price 100 gp

Usage worn

Category Worn Item

A shining wayfinder is a polished silver compass blessed by the power of benevolent deities. It has the usual functions of a wayfinder, except instead of an activation to cast light, the shining wayfinder has the following two activations.

Activate [>>] command, Interact; Effect You hold the wayfinder and ask for guidance. The wayfinder casts guidance on you.
Activate [>>] command, Interact; Frequency once per day; Effect You call upon the wayfinder's divine blessings for yourself and your allies. The wayfinder casts bless, with an emanation centered on itself. Once per turn, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet.

LOCG, page 111.

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Shiver

Item 3

alchemical consumable drug ingested poison 

Price 10 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

A compound produced from the hallucinogenic venom of certain spiders, shiver is common in black markets.

The addiction to shiver has the virulent trait.

Saving Throw DC 19 Fortitude; Maximum Duration 4 hours; Stage 1 whenever you become frightened, reduce that condition's value by 1 (10 minutes); Stage 2 clumsy 2 (1 hour); Stage 3 asleep (1 hour)

Gamemastery Guide, page 121.

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Shobhad Longrifle

Item 1

rare backstabber concussive fatal d12 kickback volley 30 feet 

Price 20 gp

Bulk 1

Damage 1d8 piercing

Ammunition Round; Range 120 ft.; Reload 1

Hands 2

Category Martial Ranged Weapon; Group Firearm

The shobhad longrifle is a firearm with a long, rifled barrel. Often mounted with a multi-lensed scope for targeting at an array of ranges and a chambering mechanism that can adjust the speed and penetrating power of each shot, it's the preferred weapon of many shobhad warriors. Shobhad longrifles are equipped with a built-in silencer so they make no more noise than a crossbow when fired.

For more information on firearms, see Guns & Gears. If you don't wish to include firearms in your Strength of Thousands campaign, simply substitute the longrifles wielded by shobhads in this adventure with composite longbows.

Strength of Thousands #5: Doorway to the Red Star, page 78.

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Shock

Rune 8+

electricity evocation magical 

Usage etched onto a weapon

Category Rune

Electric arcs crisscross this weapon, dealing an extra 1d6 electricity damage on a hit. On a critical hit, electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target.

Type shock; Level 8; Price 500 gp

Type greater shock; Level 15; Price 6,500 gp

Electricity damage dealt by this weapon ignores the target's electricity resistance (and the other creatures' on a critical hit).

Core Rulebook, page 585.

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Shock

Rune 8

electricity evocation magical 

Price 500 gp

Usage etched onto a weapon

Category Rune

Electric arcs crisscross this weapon, dealing an extra 1d6 electricity damage on a hit. On a critical hit, electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target.

Main Item: Shock

Core Rulebook, page 585.

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Shockguard Coil

Item 10

rare consumable evocation magical talisman 

Price 175 gp

Usage affixed to a shield

Activate [F] Interact; Trigger You Shield Block a foe's melee unarmed attack or melee attack with the affixed shield.

Category Talisman

This miniature Voltaic coil talisman emits small sparks when jostled. It uses a combination of Voltaic technology and evocation magic to erupt in electricity when discharged.

When you activate the coil, the foe takes 2d12 electricity damage (DC 27 basic Reflex save). On a failed save, the foe is flat-footed until the start of its next turn.

Guns & Gears, page 83.

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Shoony Shovel

Item 9

rare earth magical 

Price 600 gp

Usage held in 2 hands; Bulk 2

Category Held

This ornate, compact shovel has a golden handle wrapped with beautiful crimson bulette leather. Its silver head never gets dirty or worn no matter how much you use it. Its true magic, however, is in its ability to dig on its own.

Activate [>>] command, envision; Frequency once per day; Effect You place the shovel in a starting position and specify the dimensions and direction to dig (such as "Dig down 8 feet in a rectangle sized 30 feet by 40 feet" or "Dig straight ahead for 30 feet"). The shovel then animates and digs on its own at a rate of one 5-foot cube per 10 minutes until the task is complete or it is picked up. It can dig through dirt, gravel, sand, snow, or similar loose material, but the shovel stops digging (or digs around, if commanded) if it strikes stone or another solid material. A shoony shovel can sense if its digging path will cause a building to collapse, harm a creature, or otherwise create significant problems, in which case it automatically stops digging.

Extinction Curse #3: Life’s Long Shadows, page 69.

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Shootist Bandolier

Item

uncommon 

Price 1 gp

Category Adventuring Gear

This leather bandolier holds up to three repeating hand crossbow magazines in leather pockets that pop open with the quick flick of a thumb. You reduce the reload time for a repeating hand crossbow magazine from the bandolier by 1, to a total of 2 actions. You can wear only one shootist bandolier at a time.

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

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Short Tool

Item

Price 4 sp

Bulk L

Hands 1+

Category Adventuring Gear

This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that's appropriate or adjusts the damage if needed.

Main Item: Tool

Core Rulebook, page 288.

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Shortbow

Item

deadly d10 

Price 3 gp

Bulk 1

Damage 1d6 piercing

Ammunition Arrow; Range 60 ft.; Reload 0

Hands 1+

Category Martial Ranged Weapon; Group Bow

This smaller bow is made of a single piece of wood and favored by skirmishers and cavalry.

Core Rulebook, page 282.

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Shortbread Spy

Item 6

uncommon consumable divination magical scrying 

Price 40 gp

Usage held in 2 hands

Category Consumable

Though this item looks like a simple cookie in the shape of a humanoid, it springs to life once decorated with icing or other edible substances. The cookie then scrambles away at a Speed of 15 feet, returning to the same spot about 1 hour later, which gives it enough time to travel roughly a half-mile away and then return along the same path. The cookie spy is oblivious to your instructions and can't be given directions, instead following a path of its own choosing. Upon its return, it falls to the ground, never to move again.

As long as you decorated the shortbread spy with eyes, it gains normal vision, which it uses to see and magically record the sights along its path. Any creature that eats the cookie once it returns can then see what the spy saw. The images are relatively clear, but the passage of time is a bit muddied, so it might be difficult to tell when the cookie witnessed a given sight.

Secrets of Magic, page 176.

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Shortsword

Item

agile finesse versatile s 

Price 9 sp

Bulk L

Damage 1d6 piercing

Hands 1

Category Martial Melee Weapon; Group Sword

These blades come in a variety of shapes and styles, but they are typically 2 feet long.

Core Rulebook, page 281.

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Shot Of The First Vault

Item 23

rare artifact divine evocation 

Ammunition any

Category Artifact

Legends claim that some long-forgotten god stole the original bundle of shots of the First Vault from Breizoneik's repository.

Since then, individual pieces have turned up throughout the multiverse. When you pick up a shot of the First Vault, it immediately reshapes itself to function with any ranged weapon and establishes you as its owner until another creature picks it up. As its owner, you can use the shot's single-action activation after shooting it.

Instead of rolling weapon damage dice, a shot of the First Vault deals 25 damage plus any bonuses or additional damage as if 25 were the result of the weapon's damage dice; the damage type matches that normally dealt by the weapon. Upon damaging a creature, the shot of the First Vault shatters, and the fragments ricochet to hit any other enemies within 30 feet, making attack rolls with the same attack bonus. The shattered fragments remain lodged in the creatures they damage; the creatures are clumsy 2 while the fragments remain in place. A total of 3 actions, which have the manipulate trait, are required to remove the fragments from yourself or an adjacent creature; alternatively, a single action and a successful DC 30 Medicine check can be used. A critical failure on this Medicine check deals 10 persistent bleed damage to the creature with the embedded fragment.

Activate [>] command; Effect You recall the shot of the First Vault, which automatically reloads itself into your weapon. If the shot had fragmented, the fragments violently dislodge themselves, dealing 15 persistent bleed damage to each creature in which they were embedded.

The fragments then unite to re-form the shot of the First Vault, which automatically reloads itself into your weapon.

Activate [>>>] Interact; Requirements The shot is loaded in your ranged weapon, or at hand if your ranged weapon has a reload of 0; Effect You line up a perfectly aimed attack directly toward the First Vault. You Strike a creature, then the shot of the First Vault attempts to bring your target with it as it returns to the First Vault. Unless your attack roll is a critical failure, the creature must attempt a DC 45 Reflex save; this effect has the incapacitation trait. Regardless, the shot of the First Vault returns to the First Vault.Critical Success The creature is unaffected.Success The creature is moved 1d20×50 feet in the direction you fired. If this causes it to hit a solid object, it takes 50 bludgeoning damage.Failure The creature is transported to a random location on the plane of Feiri.Critical Failure The creature is transported to the First Vault. Unless it is capable of eluding Breizoneik's precautions, it is likely unable to escape the Vault on its own. Destruction If 10 shots of the First Vault are all fired at the same group of keketar or izfiitar proteans within 1 minute of each other, each shot was a hit, and the shots are then recalled, the shots collide as they attempt to re-form and crumble to dust.

Gamemastery Guide, page 112.

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Shrapnel Snare

Snare 14

uncommon consumable mechanical snare trap 

Price 700 gp

Category Snare

This snare uses tightly wound springs, clockwork, and shrapnel to cause devastating damage. When a creature enters the snare's square, the trap releases, dealing 12d6 piercing damage in a deafening explosion. Everyone in a 10-foot radius of the snare's square must attempt a DC 31 Reflex save.

Critical Success The creature in unaffectedSuccess The creature takes half damage and is deafened for 1 round.Failure The creature takes full damage, 2d6 persistent piercing damage, and is deafened for 1 minute.Critical Failure The creature takes double damage, 4d6 persistent piercing damage, and is deafened for 1 minute.

Guns & Gears, page 80.

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Shrieking Key

Item 5

rare cursed magical transmutation 

Usage held in 1 hand; Bulk —

Category Held

A skull-topped metal shrieking key appears to be a skeleton key, useful in place of thieves' tools when attempting to Pick a Lock. A shrieking key has no activation, however. When you use it to Pick a Lock, the key emits a loud shriek audible for 500 feet despite ambient noise. Physical barriers still block or muffle the shriek as normal. You also take a –2 circumstance penalty to the Thievery check rather than enjoying a bonus. After you attempt such a check with the key the first time, it fuses to you, returning to your possession if discarded. To use another device to Pick a Lock, you must first succeed at a DC 20 Will save.

Treasure Vault, page 192.

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Shrieking Skull

Item 12

auditory consumable enchantment magical talisman 

Price 400 gp

Usage affixed to a firearm or crossbow; Bulk –

Activate [>] envision; Requirements You're an expert in Intimidation and the affixed weapon is loaded.

Category Talisman

This dried skull of a snake is mounted atop the firearm's barrel or affixed to a crossbow's stock. When activated, the skull crawls onto the ammunition loaded in the affixed weapon. If you Strike with the weapon before the end of your turn, the skull lets out a bloodcurdling scream as the ammunition approaches its target. Regardless of whether the Strike is a success, the screaming skull allows you to attempt to Demoralize the target as well as each enemy within 30 feet of the target.

Guns & Gears, page 185.

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Shrinking Potion

Item 4+

consumable magical potion transmutation 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Onset 1 minute

Category Potion

This fungus-flavored potion conveys the effects of the shrink spell to make you and all your gear smaller. After the onset, you remain small for 10 minutes.

Type standard; Level 4; Price 15 gp

Type greater; Level 8; Price 90 gp

This potion has no onset, lasts for 1 hour, and grants the effects of a 4th-level shrink spell. In addition, you gain a +2 item bonus to Stealth checks while shrunken.

Core Rulebook, page 564.

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Shuriken

Item

uncommon agile monk thrown 

Price 1 cp

Bulk —

Damage 1d4 piercing

Range 20 ft.; Reload 0

Hands 1

Category Martial Ranged Weapon; Group Dart

This "throwing star" is a small piece of flat metal with sharp edges, designed to be flung with a flick of the wrist.

Core Rulebook, page 281.

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