Items: S (Part 3 of 10)

60 items, from Sibling's Coin to Sleep Arrow.

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

Sibling's Coin · Siccatite · Siccatite Armor · Siccatite Chunk · Siccatite Ingot · Siccatite Shield · Siccatite Weapon · Sickle · Sickle-Saber · Sight-theft Grit · Sight-Theft Grit · Sighting Shot · Signal Whistle · Signaling Snare · Silencer · Silencing Ammunition · Silencing Shot · Silent Bell · Silent Heart · Silhouette Cloak · Silver · Silver Armor · Silver Chunk · Silver Crescent · Silver Ingot · Silver Religious Symbol · Silver Shield · Silver Tripod · Silver Weapon · Silversheen · Silvertongue Mutagen · Simple Lock · Simple Manacles · Simple Puzzle Box · Sinew-shock Serum · Singing Bowl Of The Versatile Stance · Singing Muse · Singing Shortbow · Singing Shortbow · Singing Sword · Singularity Ammunition · Sinister Knight · Sitreiku Soup · Sixfingers Elixir · Skeleton Key · Skeleton Key · Skinstitch Salve · Skittering Mask · Skittering Mask · Skittering Mask · Skittering Mask · Skull Bomb · Skunk Bomb · Sky Hammer · Sky Serpent Bolt · Sky-piercing Bow · Skyrider Sword · Skyrider Sword · Slates Of Distant Letters · Sleep Arrow

Sibling's Coin

Item 1

uncommon 

Access Member of a secret society

Price 10 gp

Usage held in 1 hand; Bulk —

Category Held

Contrary to widespread belief, secret handshakes are not the preferred method of confirmation between secret society members, mostly because this would be obvious in the middle of a crowded street or busy tavern. Instead, societies tend to mark each other by carrying sibling's coins. The name was originally coined by a past secret society that has since fallen into obscurity, but its ingenious coins remain. The coins are innocuous, resembling common silver coins until the owner twists the outer edge clockwise. At this point, the face of the coin rotates to reveal the symbol of the secret society of the owner.

Suspected compatriots often toy with their coins as a half-recognized fidget, before trying to subtly flash the inscription to their fellow conversationalist.

While it's possible to notice the coin's mechanism if you specifically check the coin (DC 20 Perception), few people individually inspect coins unless they have a reason to be suspicious of them.

Dark Archive, page 78.

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Siccatite

Material 0+

rare precious 

Category Material

In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances or one substance that determines its temperature output via some unknown process. Whatever the reason, the extreme temperature of the material means it must be handled carefully. Hot siccatite can easily ignite flammables such as paper and dry brush, and cold siccatite left in moist areas quickly surrounds itself with a thick layer of ice. A creature that comes into physical contact with a significant amount of siccatite takes 1 energy damage for each round of continued contact (either fire or cold damage, for hot and cold siccatite respectively).

Siccatite Items
Hardness
HP
BT
Thin Items
Standard-grade
6
24
12
High-grade
10
40
20
Items
Standard-grade
10
40
20
High-grade
13
52
26
Structures
Standard-grade
20
80
40
High-grade
26
104
52

Type siccatite chunk; Price 500 gp; Bulk L

Type siccatite ingot; Price 5,000 gp; Bulk 1

Type standard-grade siccatite object; Level 8; Price 350 gp per Bulk

Type high-grade siccatite object; Level 16; Price 6,000 gp per Bulk

LOTGB, page 100.

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Siccatite Armor

Item 12+

rare 

Usage worn armor; Bulk varies by armor

Category Material

Siccatite armor must be fitted with protective undercoats for it to be safely donned, making it heavier than other types of armor; add 1 Bulk to the armor's typical weight.

When wearing cold siccatite armor, you're protected from severe and extreme environmental heat, and when wearing hot siccatite armor, you're protected from severe and extreme environmental cold. An opponent that has you grabbed or restrained with its body while you're wearing standard-grade siccatite armor takes 4 energy damage at the end of its turn (either fire or cold, for hot and cold siccatite armor respectively), or 6 damage for a high-grade siccatite armor.

Type standard-grade siccatite armor; Level 12; Price 1,600 gp + 160 gp per Bulk; Craft Requirements The initial raw materials must include at least 200 gp of siccatite + 20 gp per Bulk.

Type high-grade siccatite armor; Level 19; Price 32,000 gp + 3,200 gp per Bulk; Craft Requirements The initial raw materials must include at least 16,000 gp of siccatite + 1,600 gp per Bulk.

LOTGB, page 100.

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Siccatite Chunk

Material 0+

rare precious 

Price 500 gp

Bulk L

Category Material

In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances or one substance that determines its temperature output via some unknown process. Whatever the reason, the extreme temperature of the material means it must be handled carefully. Hot siccatite can easily ignite flammables such as paper and dry brush, and cold siccatite left in moist areas quickly surrounds itself with a thick layer of ice. A creature that comes into physical contact with a significant amount of siccatite takes 1 energy damage for each round of continued contact (either fire or cold damage, for hot and cold siccatite respectively).

Siccatite Items
Hardness
HP
BT
Thin Items
Standard-grade
6
24
12
High-grade
10
40
20
Items
Standard-grade
10
40
20
High-grade
13
52
26
Structures
Standard-grade
20
80
40
High-grade
26
104
52
Main Item: Siccatite

LOTGB, page 100.

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Siccatite Ingot

Material 0+

rare precious 

Price 5,000 gp

Bulk 1

Category Material

In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances or one substance that determines its temperature output via some unknown process. Whatever the reason, the extreme temperature of the material means it must be handled carefully. Hot siccatite can easily ignite flammables such as paper and dry brush, and cold siccatite left in moist areas quickly surrounds itself with a thick layer of ice. A creature that comes into physical contact with a significant amount of siccatite takes 1 energy damage for each round of continued contact (either fire or cold damage, for hot and cold siccatite respectively).

Siccatite Items
Hardness
HP
BT
Thin Items
Standard-grade
6
24
12
High-grade
10
40
20
Items
Standard-grade
10
40
20
High-grade
13
52
26
Structures
Standard-grade
20
80
40
High-grade
26
104
52
Main Item: Siccatite

LOTGB, page 100.

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Siccatite Shield

Item 8+

rare 

Usage varies by shield

Category Shield; Group Shield

Siccatite shields radiate extreme temperatures that protect them from energy damage. A protective coating on the wielder's side of the shield protects them from siccatite's radiant heat or cold but makes the shields bulkier than average. Standard-grade siccatite shields have resistance 10 to the corresponding energy type: fire damage for a hot siccatite shield or cold damage for a cold siccatite shield, as it takes even more extreme temperatures to affect them. They also provide some resistance to opposing temperatures because of their own extreme temperature, which extends to you when you Raise the Shield. The shield has resistance 5 to the opposing damage type (cold damage for a hot siccatite shield or fire damage for a cold siccatite shield), and while you have a siccatite shield Raised, you gain that resistance to the opposing damage type as well.

For a high-grade siccatite shield, the resistances increase from 10 to 20 for damage of the corresponding type, and from 5 to 10 for damage of the opposing type.

Type standard-grade siccatite buckler; Level 8; Price 400 gp; Bulk 1; Craft Requirements siccatite worth at least 50 gp The shield has Hardness 4, HP 16, BT 8. Resistance 10 to the corresponding damage type and 5 to the opposing type.

Type standard-grade siccatite shield; Level 8; Price 440 gp; Bulk 2; Craft Requirements siccatite worth at least 55 gp The shield has Hardness 6, HP 24, BT 12. Resistance 10 to the corresponding damage type and 5 to the opposing type.

Type high-grade siccatite buckler; Level 16; Price 8,000 gp; Bulk 1; Craft Requirements siccatite worth at least 4,000 gp The shield has Hardness 7, HP 28, BT 14. Resistance 20 to the corresponding damage type and 10 to the opposing type.

Type high-grade siccatite shield; Level 16; Price 8,800 gp; Bulk 2; Craft Requirements siccatite worth at least 4,400 gp The shield has Hardness 10, HP 40, BT 20. Resistance 20 to the corresponding damage type and 10 to the opposing type.

LOTGB, page 101.

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Siccatite Weapon

Item 11+

rare 

Usage varies by weapon; Bulk varies by weapon

Category Material

Crafting weapons from siccatite is often enough to drive smiths to despair, as the extreme temperature of the metal can cause it to shatter while being worked. Siccatite weapons have substantial grip wrappings to protect their wielders from the metal's extreme temperatures. They're constantly surrounded by a heat haze or a halo of rime, depending on the siccatite's type. Siccatite weapons automatically gain either a flaming or frost property rune, for hot and cold siccatite respectively, even if they aren't otherwise enchanted; this rune can't be removed, and it deals 1d8 damage instead of 1d6 damage. This uses one of the weapon's property rune slots as normal. High-grade siccatite gains a greater flaming (hot siccatite) or greater frost (cold siccatite) property instead.

Type standard-grade siccatite weapon; Level 11; Price 1,400 gp + 140 gp per Bulk; Craft Requirements at least 175 gp of siccatite + 17.5 gp per Bulk.

Type high-grade siccatite weapon; Level 17; Price 15,000 gp + 1,500 gp per Bulk; Craft Requirements at least 7,500 gp of siccatite + 750 gp per Bulk "Sure, you could get it for cheaper down the way. Just remember that you get what you pay for." The Unscathed Blade is a large, sturdy shop with its own living quarters in an attached tower. Its chimney constantly billows plumes of dark smoke. Small windows illuminate the shop's front room, allowing the sun to glint off the assorted fine weaponry. The wooden front door is propped open during business hours, and warm air billows out from the shop. The double doors in the back, leading to the narrow alley behind the building, are always thrown wide open whenever the smith, Khadoukend (N agender human ex-gladiator) is forging weapons. From the alley, one can feel the heated air emanating from the shop and hear the clanging sounds of Khadoukend hammering new weapons and armor.

LOTGB, page 101.

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Sickle

Item

agile finesse trip 

Price 2 sp

Bulk L

Damage 1d4 slashing

Hands 1

Category Simple Melee Weapon; Group Knife

Originally a farming tool used for reaping grain, this one-handed weapon has a short wooden handle ending in a curved blade, sometimes sharpened on both sides.

Core Rulebook, page 280.

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Sickle-Saber

Item

uncommon backswing forceful 

Price 5 gp

Bulk 1

Damage 1d6 slashing

Hands 1

Category Advanced Melee Weapon; Group Sword

A classical weapon of Morobiaxis who lacked magical talent, the sickle-saber has seen a resurgence since the coronation of Queen Anastasia. The queen was fascinated with the sickle-sabers in the palace treasury, and now the unusual blades are carried by her honor guard and Morobiaxi diplomats alike. The sickle-saber's blade curves multiple times along its 4-foot length, and its hilt is similarly curved. A small, secondary grip on the blade lets the wielder rapidly and unpredictably twist the cutting edges. Characters from Morobiax have access to the sickle-saber.

LOTGB, page 107.

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Sight-theft Grit

Item 9

uncommon consumable divine ingested poison 

Price 115 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

This blackish grit seems to absorb light and resembles particularly dark flakes of black pepper. Infused with the blindness spell, sight-theft grit causes the victim's sight to dim and then depart altogether. The blinded condition from this poison lasts for an additional 24 hours once the poison has run its course.

Saving Throw DC 28 Fortitude; Onset 10 minutes; Maximum Duration 14 hours; Stage 1 dazzled and a –2 status penalty to visual Perception checks (1 hour); Stage 2 dazzled and a –4 status penalty to visual Perception checks (1 hour); Stage 3 blinded (2d6 hours)

Craft Requirements Supply one casting of blindness.

AoE4, page 78.

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Sight-Theft Grit

Item 9

uncommon alchemical consumable divine ingested necromancy poison 

Price 115 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

This blackish grit seems to absorb light and resembles particularly dark flakes of black pepper. Infused with the blindness spell, sight-theft grit causes the victim's sight to dim and then depart altogether. The blinded condition from this poison lasts for an additional 24 hours once the poison has run its course.

Saving Throw DC 28 Fortitude; Onset 10 minutes; Maximum Duration 14 hours; Stage 1 dazzled and a –2 status penalty to visual Perception checks (1 hour); Stage 2 dazzled and a –4 status penalty to visual Perception checks (1 hour); Stage 3 blinded (2d6 hours)

Craft Requirements Supply one casting of blindness.

Treasure Vault, page 70.

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Sighting Shot

Item 8

consumable divination light magical 

Price 72 gp

Ammunition any

Activate [>>] command, envision

Category Consumable

Eyes are carved onto a sighting shot. When you Activate the ammunition, it glows, shedding bright light for 20 feet and dim light for 20 feet beyond that. If you shot the activated ammunition, your mind swirls with images of what the sighting shot passed and hit as if you sprinted along the ammunition's course. You see this path as if with your normal visual senses. Once a sighting shot hits anything or reaches its maximum range, it stops transmitting images to you. A sighting shot's light is visible to creatures who didn't Activate the ammunition, but they receive no special information from it.

Treasure Vault, page 82.

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Signal Whistle

Item

Price 8 cp

Bulk —

Hands 2

Category Adventuring Gear

When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.

Core Rulebook, page 288.

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Signaling Snare

Snare 1

consumable mechanical snare trap 

Price 3 gp

Category Snare

A subtle snare used in hunting or tracking, a signaling snare often consists of carefully prepared earth, piled sand or stones, specific arrangements of vegetation, and so forth.

When a creature enters a square of a signaling snare, nothing happens to the creature, but instead it causes a small, unobtrusive disruption to the terrain that allows the snare's creator or another creature who knows what to look for to determine whether a creature of the appropriate size entered the square.

Core Rulebook, page 591.

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Silencer

Item

Price 1 sp

Bulk L

Hands 1

Category Adventuring Gear

One of the more prolifically used devices developed in the infamous Tobraid Krousteil, these small firearm components are capable of muffling most of the weapons' explosive sound when fired. Without a silencer, a firearm's shot makes a loud and distinctive bang, which can easily be heard through doors and thin walls, but firearms equipped with silencers only make a quiet noise when fired. Due to engineering constraints, a silencer can't be attached to any firearm with the scatter trait. Attaching a silencer to a firearm takes 1 minute, and the silencer is consumed the first time a shot is fired through it.

Guns & Gears, page 178.

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Silencing Ammunition

Item 9

uncommon consumable illusion magical 

Price 125 gp

Ammunition arrow, bolt

Activate [>] Interact

Category Consumable

Silencing ammunition is particularly dense and seems to dampen sounds around it. On a successful Strike, an activated piece of silencing ammunition creates a 2nd-level silence effect on the target. The target can resist the effects of the ammunition with a successful DC 25 Will save, though it takes a –2 circumstance penalty if the Strike was a critical hit. While the effect is active, the target can use an Interact action to try to tug out the arrow or bolt and end the effect early; this requires a successful DC 25 Will save.

LOTGB, page 10.

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Silencing Shot

Item 11

consumable illusion magical 

Price 300 gp

Ammunition any

Activate [>] envision

Category Consumable

This shimmering, golden-hued ammunition never makes any sound. A creature hit by a silencing shot is subject to the effects of a 4th-level silence spell (DC 25).

Craft Requirements Supply one casting of silence at 4th level.

Guns & Gears, page 171.

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Silent Bell

Item 9

uncommon illusion magical 

Access Member of a secret society

Price 600 gp

Usage held in 1 hand; Bulk L

Category Held

This large handbell is made from cast bronze and has a wooden handle. The outside of the bell is covered in fine etchings, showing a group of varied people sitting around a table with clouds obscuring anyone in the background. The clapper is curiously absent from this bell and, when idly rung, it produces no audible sound.

Activate [>>>] envision, Interact; Frequency once per day; Effect The silent bell creates an invisible wall surrounding a cube, 20 feet to a side, that prevents sound from passing into or from the cube for 10 minutes. The wall isn't solid and doesn't prevent anything but sound from passing through. Since the cube is invisible, creatures can still read lips and body language through the wall.

Dark Archive, page 78.

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Silent Heart

Item 5

uncommon invested magical tattoo 

Price 130 gp

Usage worn; Bulk —

Category Tattoo

Kithebriar teaches that the true heart is impenetrable, dedicated only to knowledge. This tattoo of a venom-soaked heart provides a +1 item bonus to Occultism checks.

Activate [R] envision; Frequency once per hour; Trigger You're about to attempt a saving throw against an emotion effect or an effect that would make you controlled; Effect Kithebriar envelops your heart in the shadow of his secret, granting you a +2 status bonus on your saving throw against the triggering effect.

LOIL, page 305.

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Silhouette Cloak

Item 20

uncommon invested magical transmutation worn 

Price 70,000 gp

Usage worn cloak

Category Worn Item

In bright light, this dark cloak shimmers with patches of color that shift and move even when the cloth is still. In dim light or darkness, the cloak seems to blend into your surroundings and grants you a +3 item bonus to Stealth checks.

Activate Interact ((1 minute)); Effect You and objects you wear or carry fall into your shadow, becoming a twodimensional silhouette. In this form you aren't incorporeal, but you also don't have a solid form and don't occupy your space, allowing other creatures to pass through or end their turn there. You gain resistance 20 to all damage except force damage, damage from effects with the light trait, and damage from Strikes with the ghost touch property rune. This increases to resistance 40 against nonmagical damage. Other creatures can't attempt Strength-based skill checks against you.

Your land and climb Speeds both become 40 feet. You can't use actions except Climb, Step, or Stride actions using the granted Speeds or an Interact activation to return to your normal form. If your current space doesn't have sufficient room for you to return to your normal form, you return to your normal form in the nearest open space.

Activate [R] Interact; Frequency once per day; Trigger You take damage; Effect You fold the cloak over yourself and vanish into your shadow for a moment, gaining the benefits of the first activation until the end of the current creature's turn. The damage resistance applies to the triggering damage.

LOTGB, page 43.

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Silver

Material 2+

precious 

Category Material

Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated.

Silver Items
Hardness
HP
BT
Thin Items
Low-grade
3
12
6
Standard-grade
5
20
10
High-grade
8
32
16
Items
Low-grade
5
20
10
Standard-grade
7
28
14
High-grade
10
40
20
Structures
Low-grade
10
40
20
Standard-grade
14
56
28
High-grade
20
80
40

Type silver chunk; Price 10 gp; Bulk L

Type silver ingot; Price 100 gp; Bulk 1

Type low-grade silver object; Level 2; Price 20 gp per Bulk

Type standard-grade silver object; Level 7; Price 250 gp per Bulk

Type high-grade silver object; Level 15; Price 4,500 gp per Bulk

Core Rulebook, page 579.

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Silver Armor

Item 5+

Usage worn armor; Bulk varies by armor

Category Material

Silver armor sickens certain creatures that touch it. A creature with weakness to silver that critically fails an unarmed attack against a creature in silver armor becomes sickened 1. A creature with weakness to silver is sickened 1 as long as it wears silver armor.

Type low-grade silver armor; Level 5; Price 140 gp + 14 gp per Bulk; Craft Requirements silver worth at least 70 sp + 7 sp per Bulk.

Type standard-grade silver armor; Level 11; Price 1,200 gp + 120 gp per Bulk; Craft Requirements The initial raw materials must include silver worth at least 150 gp + 15 gp per Bulk.

Type high-grade silver armor; Level 18; Price 20,000 gp; Craft Requirements The initial raw materials must include silver worth at least 10,000 gp + 1,000 gp per Bulk.

Core Rulebook, page 556.

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Silver Chunk

Material 2+

precious 

Price 10 gp

Bulk L

Category Material

Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated.

Silver Items
Hardness
HP
BT
Thin Items
Low-grade
3
12
6
Standard-grade
5
20
10
High-grade
8
32
16
Items
Low-grade
5
20
10
Standard-grade
7
28
14
High-grade
10
40
20
Structures
Low-grade
10
40
20
Standard-grade
14
56
28
High-grade
20
80
40
Main Item: Silver

Core Rulebook, page 579.

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Silver Crescent

Item 6+

alchemical consumable light lozenge 

Usage held in 1 hand; Bulk —

Category Consumable

A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against olfactory effects according to the crescent's type. While shedding this light, you can't be concealed if you're visible, and if you're invisible, you're concealed instead rather than being undetected.

Secondary Effect [>>] A ray of light descends on a 5-foot square of your choice within 120 feet. Any creature in that space takes positive damage with a basic Reflex save and is dazzled until the end of its next turn on a failed save.

This is treated as silver for the purposes of weaknesses, resistances, and the like. The silver crescent becomes inert.

Type lesser; Level 6; Price 35 gp

The bonus is +1, the DC is 20, and the ray deals 4d6 damage.

Type moderate; Level 11; Price 235 gp

The bonus is +2, the DC is 28, and the ray deals 7d6 damage.

Type greater; Level 16; Price 1,400 gp

The bonus is +3, the DC is 35, and the ray deals 9d6 damage.

Treasure Vault, page 50.

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Silver Ingot

Material 2+

precious 

Price 100 gp

Bulk 1

Category Material

Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated.

Silver Items
Hardness
HP
BT
Thin Items
Low-grade
3
12
6
Standard-grade
5
20
10
High-grade
8
32
16
Items
Low-grade
5
20
10
Standard-grade
7
28
14
High-grade
10
40
20
Structures
Low-grade
10
40
20
Standard-grade
14
56
28
High-grade
20
80
40
Main Item: Silver

Core Rulebook, page 579.

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Silver Religious Symbol

Item

Price 2 gp

Bulk L

Hands 1

Category Adventuring Gear

This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol of their deity as a divine focus to use certain abilities and cast some spells. A religious symbol must be held in one hand to use it.

Main Item: Religious Symbol

Core Rulebook, page 288.

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Silver Shield

Item 2+

Usage varies by shield

Category Material

Silver shields don't typically have an additional effect, though when used for a shield bash, they are silver weapons.

Type low-grade silver buckler; Level 2; Price 30 gp; Bulk L; Craft Requirements silver worth at least 15 sp The shield has Hardness 1, HP 4, and BT 2.

Type low-grade silver shield; Level 2; Price 34 gp; Bulk 1; Craft Requirements silver worth at least 17 sp The shield has Hardness 3, HP 12, and BT 6.

Type standard-grade silver buckler; Level 7; Price 300 gp; Bulk L; Craft Requirements silver worth at least 375 sp The shield has Hardness 3, HP 12, BT 6.

Type standard-grade silver shield; Level 7; Price 340 gp; Bulk 1; Craft Requirements silver worth at least 425 sp The shield has Hardness 5, HP 20, and BT 10.

Type high-grade silver buckler; Level 15; Price 5,000 gp; Bulk L; Craft Requirements silver worth at least 2,500 gp The shield has Hardness 6, HP 24, and BT 12.

Type high-grade silver shield; Level 15; Price 5,500 gp; Bulk 1; Craft Requirements silver worth at least 2,750 gp The shield has Hardness 8 HP 32, and BT 16.

Core Rulebook, page 587.

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Silver Tripod

Item 1

conjuration consumable force magical talisman 

Price 3 gp

Usage affixed to a firearm with the kickback trait; Bulk –

Activate [>] envision

Category Talisman

This tiny, silver facsimile of a weapon tripod is usually attached to the underside of the affixed weapon's barrel.

When activated, it creates an invisible construct of magical force that attaches to the weapon and automatically stabilizes it in any location, even in midair. The effect lasts for 1 minute or until you Dismiss it. The effect also ends immediately if you let go of the affixed weapon. The affixed weapon cannot be moved while this effect is active.

Guns & Gears, page 185.

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Silver Weapon

Item 2+

Usage varies by weapon; Bulk varies by weapon

Category Material

Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like devils.

Type low-grade silver weapon; Level 2; Price 40 gp; Craft Requirements at least 20 sp of silver + 2 sp per Bulk.

Type standard-grade silver weapon; Level 10; Price 880 gp; Craft Requirements at least 110 gp of silver + 11 gp per Bulk.

Type high-grade silver weapon; Level 16; Price 9,000 gp; Craft Requirements at least 4,500 gp of silver + 450 gp per Bulk Basic Magic Weapon Many magic weapons are created by etching runes onto them, as described on page 580. The magic weapon stat block covers the Prices and attributes of the most common weapons you can make with only fundamental runes.

Core Rulebook, page 599.

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Silversheen

Item 2

alchemical consumable 

Price 6 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Tool

You can slather this silvery paste onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. Silversheen spoils quickly, so once you open a vial, you must use it all at once, rather than saving it. For the next hour, the weapon or ammunition counts as silver instead of its normal precious material (such as cold iron) for any physical damage it deals.

Core Rulebook, page 554.

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Silvertongue Mutagen

Item 1+

alchemical consumable elixir mutagen polymorph 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your features become striking and your voice becomes musical and commanding, though facts and figures become hazy for you and emotion clouds your ability to reason.

Benefit You gain an item bonus to Deception, Diplomacy, Intimidation, and Performance checks. Your critical failures with any of these skill become failures instead.

Drawback You take a –2 item penalty to Arcana, Crafting, Lore, Occultism, and Society checks. Choose one skill in which you are trained; for the duration, you become untrained in that skill. All your failures on checks to Recall Knowledge become critical failures.

Type lesser; Level 1; Price 4 gp

The bonus is +1, and the duration is 1 minute.

Type moderate; Level 3; Price 12 gp

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

Type greater; Level 11; Price 300 gp

The bonus is +3, and the duration is 1 hour.

Type major; Level 17; Price 3,000 gp

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

Core Rulebook, page 550.

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Simple Lock

Item 1

Price 2 gp

Bulk —

Hands 2

Category Adventuring Gear

Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.

Main Item: Lock

Core Rulebook, page 288.

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Simple Manacles

Item 1

Price 3 gp

Bulk —

Hands 2

Category Adventuring Gear

You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.

Main Item: Manacles

Core Rulebook, page 288.

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Simple Puzzle Box

Item 0

Price 2 sp

Usage held in 1 hand; Bulk L

Category Held

A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires three successful Games Lore or Thievery checks to Open a Lock, though puzzle boxes come in countless configurations and themes, and the GM can determine which skills are appropriate.

The DC to solve this puzzle box is 15.

Main Item: Puzzle Box

LOTGB, page 59.

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Sinew-shock Serum

Item 2+

alchemical consumable elixir healing 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This serum jolts the body to help shake off physical debilitations.

When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the clumsy or enfeebled condition from a single source, using the source of that condition to determine the counteract level and DC.

Type lesser; Level 2; Price 5 gp

The serum has a +6 modifier for the roll.

Type moderate; Level 4; Price 15 gp

The serum has a +8 modifier for the roll.

Type greater; Level 12; Price 325 gp

The serum has a +19 modifier for the roll.

Type major; Level 18; Price 3,250 gp

The serum has a +28 modifier for the roll.

Advanced Player’s Guide, page 254.

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Singing Bowl Of The Versatile Stance

Item 11

uncommon enchantment magical 

Access follower of Kagaid

Price 1,175 gp

Usage held in 2 hands; Bulk L

Category Held

In true Kagaian form, the simplicity of this small, inverted copper bell belies its flawlessness.

When struck with a mallet (included with the singing bowl), it emits a harmonious tone that inspires bodily perfection in those who know how to hear it.

Activate [>] Interact (auditory); Effect While holding the singing bowl of the versatile stance with one hand, you strike the lip of it with a mallet held in the other.

Anyone within 60 feet currently in a stance can spend a reaction to use one of their stance actions in order to change to a different stance.

LOGM, page 123.

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Singing Muse

Item 6

uncommon abjuration consumable magical talisman 

Price 250 gp

Usage affixed to armor

Activate [R] envision; Trigger You attempt a Performance check.

Category Talisman

This small figurine is carved from a single piece of silvery, spiky stone and resembles a beautiful dryad pouring water into a small pool. When you activate the muse, you are momentarily enlightened with inspiration that bolsters your performance. If you roll a success on your triggering check, you get a critical success instead.

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

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Singing Shortbow

Item 14+

enchantment magical 

Usage held in 1 hand; Bulk 1

Category Held

Rather than a normal bowstring, this +2 greater striking thundering composite shortbow has a string made of animal gut, much like a musical instrument's. When you shoot the bow, it releases a soft musical note—sonorous if your aim is true and discordant if your shot goes off-target.

Activate [>>] command (auditory, abjuration); Frequency once per hour; Effect You sing, hum, or whistle a note, and your bow provides appropriate accompaniment. Make a Strike with the bow. If it hits, the bow generates a magical effect determined by the note you sung, which has the traits indicated in parentheses. This affects every creature in a 10-foot emanation from the creature you hit. As normal for an emanation, you choose whether the creature you hit is affected.
  • Song of Soothing (emotion, enchantment, healing, mental) Each creature regains 3d10 Hit Points and gains a +1 status bonus to saves against mental effects for 1 minute.
  • Song of Suffering (evocation, sonic) Each creature takes 3d10 sonic damage with a DC 31 basic Fortitude save.

Type singing shortbow; Level 14; Price 4,500 gp

Type greater singing shortbow; Level 18; Price 22,500 gp

The weapon is a +3 greater striking greater thundering composite shortbow, the healing and damage are 5d10, and the DC is 38.

Secrets of Magic, page 189.

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Singing Shortbow

Item 14

enchantment magical 

Price 4,500 gp

Usage held in 1 hand; Bulk 1

Category Held

Rather than a normal bowstring, this +2 greater striking thundering composite shortbow has a string made of animal gut, much like a musical instrument's. When you shoot the bow, it releases a soft musical note—sonorous if your aim is true and discordant if your shot goes off-target.

Activate [>>] command (auditory, abjuration); Frequency once per hour; Effect You sing, hum, or whistle a note, and your bow provides appropriate accompaniment. Make a Strike with the bow. If it hits, the bow generates a magical effect determined by the note you sung, which has the traits indicated in parentheses. This affects every creature in a 10-foot emanation from the creature you hit. As normal for an emanation, you choose whether the creature you hit is affected.
  • Song of Soothing (emotion, enchantment, healing, mental) Each creature regains 3d10 Hit Points and gains a +1 status bonus to saves against mental effects for 1 minute.
  • Song of Suffering (evocation, sonic) Each creature takes 3d10 sonic damage with a DC 31 basic Fortitude save.
Main Item: Singing Shortbow

Secrets of Magic, page 189.

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Singing Sword

Item 5

rare cg enchantment intelligent occult 

Usage held in 1 hand; Bulk 1

Category Held

Perception +11; precise vision 30 feet, imprecise hearing 30 feet

Communication speech (Common and four other common languages)

Skills Performance +15

Int +2, Wis +2, Cha +4

Will +13 (+17 against attempts to quiet its singing)

A singing sword is a +1 striking longsword imbued with the consciousness of a boisterous bard, and therefore constantly sings at all times. A singing sword can't stop singing and in fact communicates in no way other than by singing. A successful Diplomacy or Intimidation check against its Will DC can convince it to quiet its singing to a whisper for 10 minutes, or 20 minutes on a critical success, though it quickly grows displeased at anyone who attempts this repeatedly.

The singing sword can spend its actions to attack on its own, with the effects of a dancing weapon's activation, except that its attack modifier is +12. Additionally, it can perform the following activations; each casts a composition spell and follows all the usual rules for compositions.

Activate [>] command; Frequency once per minute; Effect The singing sword casts inspire courage.
Activate [>] command; Frequency once per minute; Effect The singing sword casts inspire defense.
Activate [R] command; Frequency once per hour; Trigger You or an ally within 60 feet rolls a saving throw against an auditory effect; Effect The singing sword casts counter performance.

Gamemastery Guide, page 89.

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Singularity Ammunition

Item 13

uncommon consumable evocation magical 

Price 550 gp

Ammunition Any

Activate [>] Interact

Category Consumable

Singularity ammunition seems to pull in the light around it, swirling along the surface in a misty pattern. An activated singularity arrow creates a strong gravitational force, centered on the creature hit.

All creatures in a 10-foot emanation from the target must succeed at a DC 30 Fortitude save or be pulled 5 feet closer to the target. The singularity then explodes, dealing 7d12 bludgeoning damage to the original target and all creatures in a 5-foot emanation (DC 28 basic Reflex save).

LOTGB, page 43.

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Sinister Knight

Rune 8

uncommon abjuration illusion magical 

Price 500 gp

Usage etched onto heavy armor

Category Rune

Sinister knight armor shrouds the wearer's identity in secrecy, allowing Crimson Shaegraem to pass among foes without being immediately unmasked. The wearer gains a +1 item bonus to Deception checks.

Activate [>] envision; Effect With a thought, the wearer activates a disguise. While the sinister knight armor's disguise is active, any identifying insignia or aesthetic of the armor is replaced by generic malevolent aesthetics such as spikes or demonic faces. While in the disguise, the wearer is always considered to be taking precautions against lifesense, and even a creature that successfully notices the wearer with its lifesense mistakes the wearer for an undead unless it critically succeeds at its Perception check or the wearer critically fails a Deception or Stealth check. Finally, while in the disguise, the rune attempts to counteract any effects that would reveal your alignment; on a successful counteract check, rather than negate the effect, the rune causes the effect to perceive your alignment as evil (maintaining any lawful or chaotic component of your alignment)

The wearer can Dismiss the disguise, and if the wearer's armor is removed, the disguise deactivates automatically.

LOCG, page 92.

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Sitreiku Soup

Item 1

uncommon alchemical consumable elixir 

Price 3 gp

Usage held in 2 hands; Bulk L

Category Elixir

Crimson Shaegraem make this rich, hearty soup using herbs that baffle the senses of the undead. A bowl of Sitreiku soup is as nourishing as a full meal. In addition, for 1 hour after consuming a bowl of Sitreiku soup, you gain a +2 item bonus to Stealth checks and DCs against undead.

LOCG, page 92.

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Sixfingers Elixir

Item 5+

uncommon alchemical consumable elixir polymorph 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This gritty, spicy fluid causes you to grow a sixth finger on each hand and gives you a spiderlike grip.

You gain a +2 item bonus to your Reflex DC to keep from being Disarmed and a climb Speed of 20 feet for the listed duration.

Type lesser; Level 5; Price 25 gp

The duration is 10 minutes.

Type moderate; Level 11; Price 250 gp

The duration is 1 hour.

Type greater; Level 17; Price 2,500 gp

The duration is 8 hours.

The Slithering, page 61.

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Skeleton Key

Item 3

magical transmutation 

Price 12 gp

A grinning skull tops the bow of this macabre key. This key can be used in place of thieves' tools when attempting to Pick a Lock, and it grants a +1 item bonus to the Thievery check.

If the skeleton key becomes broken due to a critical failure on the check, it works as normal thieves' tools and loses its benefits until Repaired. Once per day, when you're using the key to Pick a Lock, you can activate the key to magically make the lock easier to overcome. You gain a +4 status bonus to your attempt to Pick the Lock, and for 1 minute, anyone who tries to Pick the Lock or break it with Athletics gains a +4 status bonus on their checks.

Beginner Box, page 54.

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Skeleton Key

Item 5+

magical transmutation 

Usage held in 1 hand; Bulk —

Category Held

A grinning skull tops the bow of this macabre key. This key can be used in place of thieves' tools when attempting to Pick a Lock, and it grants a +1 item bonus to the Thievery check.

If the skeleton key becomes broken due to a critical failure on the check, it works as normal thieves' tools and loses its benefits until repaired.

Activate [F] Interact; Frequency once per day; Trigger You attempt to Pick a Lock but haven't rolled yet; Effect The key casts knock on the lock you're trying to pick.

Type standard; Level 5; Price 125 gp

Type greater; Level 11; Price 1,250 gp

The key grants a +2 item bonus, and you can activate the key once per hour.

Core Rulebook, page 575.

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Skinstitch Salve

Item 7

alchemical consumable healing 

Price 55 gp

Usage held in 1 hand; Bulk L

Category Consumable

This sticky salve stubbornly holds wounds closed and encourages swift natural healing. You can activate the salve in either of the following ways.

Activate [>] Interact; Effect You Administer First Aid without requiring healer's tools. You either gain a +2 item bonus to the Medicine check, or you can use the skinstitch salve's Medicine modifier of +13 instead of your own.
Activate [F] Interact; Trigger You Treat Wounds or use Battle; Effect You gain a +2 item bonus to the triggering Medicine check. If you roll a success on the Medicine check, you get a critical success instead.

Advanced Player’s Guide, page 255.

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Skittering Mask

Item 2+

uncommon invested magical transmutation 

Usage worn mask; Bulk 1

Category Worn Item

This carved wooden full-head mask sports several holes along each side of the face. The first time each day that you begin your turn unconscious and within 25 feet of an enemy, metallic insect legs emerge from the holes in the mask and Step 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to hidden or undetected enemies, nor can it distinguish that a creature not acting openly hostile is an enemy.

Type skittering mask; Level 2; Price 30 gp

Type greater skittering mask; Level 8; Price 500 gp

The mask Steps 15 feet instead of 5 feet, and for 1 minute, each time you begin your turn unconscious and within 25 feet of an enemy, the mask Steps 15 feet away from the nearest enemy again. An ally can signal the mask with a single action, which has the auditory and concentrate traits. If the mask hears the signal, it attempts to move you towards that ally when it Steps away from the nearest enemy.

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

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Skittering Mask

Item 2

uncommon invested magical transmutation 

Price 30 gp

Usage worn mask; Bulk 1

Category Worn Item

This carved wooden full-head mask sports several holes along each side of the face. The first time each day that you begin your turn unconscious and within 25 feet of an enemy, metallic insect legs emerge from the holes in the mask and Step 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to hidden or undetected enemies, nor can it distinguish that a creature not acting openly hostile is an enemy.

Main Item: Skittering Mask

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

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Skittering Mask

Item 2+

invested magical transmutation 

Usage worn mask; Bulk 1

Category Worn Item

A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you begin your turn unconscious and within 25 feet of an enemy, skittering metallic insect legs emerge from the holes in the mask and Step 5 feet away from the nearest enemy, dragging your body along with the mask.

If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to hidden or undetected enemies, nor can it distinguish that a creature not acting openly hostile is an enemy.

Type skittering mask; Level 2; Price 30 gp

Type greater skittering mask; Level 8; Price 500 gp

The mask Steps 15 feet instead of 5 feet, and for 1 minute, each time you begin your turn unconscious and within 25 feet of an enemy, the mask Steps 15 feet away from the nearest enemy again. An ally can signal the mask with a single action, which has the auditory and concentrate traits. If the mask hears the signal, it attempts to move you towards that ally when it Steps away from the nearest enemy.

Treasure Vault, page 155.

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Skittering Mask

Item 2

invested magical transmutation 

Price 30 gp

Usage worn mask; Bulk 1

Category Worn Item

A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you begin your turn unconscious and within 25 feet of an enemy, skittering metallic insect legs emerge from the holes in the mask and Step 5 feet away from the nearest enemy, dragging your body along with the mask.

If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to hidden or undetected enemies, nor can it distinguish that a creature not acting openly hostile is an enemy.

Main Item: Skittering Mask

Treasure Vault, page 155.

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Skull Bomb

Item 8

uncommon clockwork consumable fire magical necromancy 

Price 80 gp

Usage held in 1 hand (see text); Bulk L

Category Consumable

This device is a human-sized skull crafted entirely from metal plating and clockwork gears, which slots easily into a human skeleton in the spot where an ordinary skull would normally be located. While performing a create undead ritual, you can attach this skull bomb to the target creature in place of its own head. In order to do so, the target creature must be Medium and have the humanoid trait. The target creature can have only one skull bomb attached in this fashion. The creature gains the following ability.

Throw Skull [>>] (manipulate) The creature detaches its skull bomb and hurls the volatile explosive at a point within 30 feet. The skull explodes, dealing 7d6 fire damage to creatures within a 15-foot burst (DC 24 basic Reflex save). The skull is permanently destroyed and can't be used again, and the throwing creature is permanently blinded and headless.

OoA3, page 76.

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Skunk Bomb

Item 1+

alchemical bomb consumable olfactory poison splash 

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb's type. Creatures in the splash area treat the results of their saving throw as one step better.

Critical Success The target is unaffected.Success The target is sickened 1.Failure The target is sickened 1 and slowed 1 while sickened.Critical Failure The target is blinded for 1 round, sickened 2, and slowed 1 while sickened.Creatures sickened by the bomb emit an odor that lasts 10 minutes after the sickened condition ends (or 1 hour if they were also blinded). The odor can be removed or neutralized by using prestidigitation or similar magic or by spending 10 minutes scrubbing with ample soap and water. While the odor lasts, creatures within 30 feet can smell the target, enabling even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which it can detect the target using this scent.

Type lesser; Level 1; Price 4 gp

The bomb deals 1d4 poison damage and 1 poison splash damage. The Fortitude DC is 15.

Type moderate; Level 3; Price 12 gp

You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage and 2 poison splash damage. The Fortitude DC is 17.

Type greater; Level 11; Price 240 gp

You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage and 3 poison splash damage. The Fortitude DC is 28.

Type major; Level 17; Price 2,400 gp

You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage and 4 poison splash damage. The Fortitude DC is 37.

Treasure Vault, page 45.

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Sky Hammer

Item 20

rare evocation magical 

Price 70,000 gp

Usage held in 1 hand; Bulk 1

Category Weapon

The sturdy, steel head of this +3 major striking flaming shock orichalcum warhammer is shaped like a blazing comet.

Activate [R] command; Trigger Your attack roll with the sky hammer is a critical success; Effect A 6th-level arcane fireball spell explodes, centered on the sky hammer. The spell DC is 45. You are immune to the fireball's effect, though your allies are not.

Craft Requirements Supply a casting of fireball (6th level), and the initial raw materials must include 12,375 gp of orichalcum.

Core Rulebook, page 602.

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Sky Serpent Bolt

Item 5

uncommon air consumable electricity evocation magical 

Price 25 gp

Ammunition bolt

Activate [>] or [>>] Interact

Category Consumable

This azure bolt is carved in the shape of an undulating snake, its bared fangs framing the point of its head. When an activated sky serpent bolt successfully hits a target, the bolt takes the form of a snake made of pure lightning, dealing 2d12 electricity damage to all creatures in a 30-foot line (DC 19 basic Reflex save) starting from the target.

If you spent 2 actions to activate the sky serpent bolt, then the line is 60 feet long, and at a single point in the line, you can change the remainder of the line's path by up to a 90-degree angle.

LOTGB, page 81.

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Sky-piercing Bow

Item 19

rare evocation magical transmutation 

Price 40,000 gp

Usage held in 2 hands; Bulk L

Category Held

Large turquoise gems stud the outer edge of this sturdy +3 greater striking ghost touch composite shortbow. Arrows shot from the bow are unimpaired by wind and air effects.

Activate [>>] Interact (conjuration, teleportation); Frequency once per day; Effect You shoot an arrow at an open space on a surface within 500 feet and momentarily vanish into a wind that carries the arrow. You teleport to that location.
Activate [>>] command, Interact (electricity); Frequency once per hour; Effect You shoot an arrow at the sky and it tears an extraplanar rift that resembles a storm cloud in a 30-foot burst centered on a point within 200 feet. A torrent of rain pours down from the rift for 1 minute or until you Dismiss the effect. The area within the torrent becomes difficult terrain for all movement (including Flying). As an Interact action, you can fire an arrow into the rift to cause a bolt of lightning to strike a creature in the area. The creature takes 5d12 lightning damage and must attempt a DC 41 basic Reflex save.
Activate 10 minutes (command, envision, Interact); Frequency once per week; Effect You fire a volley of arrows into the sky. You create the effects of a successful control weather ritual.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 74.

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Skyrider Sword

Item 14+

uncommon air magical transmutation 

Usage held in 2 hands; Bulk 1

Category Held

This +2 greater striking shock greatsword has a broad, flat blade that can support the weight of a Medium-sized or smaller wielder. Magic allows the weapon to soar through the air, carrying its wielder along with it.

Activate [>] command; Frequency once per day; Effect You leap upon your sword as it soars through the air for up to 10 minutes. You gain a fly Speed of 25 feet or your land Speed, whichever is slower, but you can't Strike with your weapon except via the weapon's other activation (see below). You can Dismiss the activation, and it ends automatically if you cease holding the weapon with at least one hand.
Activate [>>] Interact; Requirements You are riding on your weapon; Effect You ride your weapon into a foe, attacking it as you fly past. You Fly, making a melee Strike with the weapon once at any point during your movement.

Type skyrider sword; Level 14; Price 4,500 gp

Type greater skyrider sword; Level 19; Price 32,000 gp

The sword is a +3 greater striking greater shock greatsword.

You can activate the weapon's flight any number of times per day, and its duration is no longer limited to 10 minutes.

LOTGB, page 106.

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Skyrider Sword

Item 14

uncommon air magical transmutation 

Price 4,500 gp

Usage held in 2 hands; Bulk 1

Category Held

This +2 greater striking shock greatsword has a broad, flat blade that can support the weight of a Medium-sized or smaller wielder. Magic allows the weapon to soar through the air, carrying its wielder along with it.

Activate [>] command; Frequency once per day; Effect You leap upon your sword as it soars through the air for up to 10 minutes. You gain a fly Speed of 25 feet or your land Speed, whichever is slower, but you can't Strike with your weapon except via the weapon's other activation (see below). You can Dismiss the activation, and it ends automatically if you cease holding the weapon with at least one hand.
Activate [>>] Interact; Requirements You are riding on your weapon; Effect You ride your weapon into a foe, attacking it as you fly past. You Fly, making a melee Strike with the weapon once at any point during your movement.
Main Item: Skyrider Sword

LOTGB, page 106.

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Slates Of Distant Letters

Item 13

divination magical 

Price 2,450 gp

Usage held in 2 hands; Bulk L

Category Held

This matched pair of slates, roughly one handspan wide and tall, have identical ornate frames.

Slates are crafted in pairs, and each works with only the other of its pair.

If one slate of a pair is ever broken, the other shatters into non-magical shards. The listed price is for a pair of slates.

Activate [>>] Interact; Effect You use a piece of chalk to write up to 25 words on a slate. As you write, the writing also appears on the other slate in its matched pair, no matter how far away it is, as long as it is on the same plane. Wiping one slate clean erases the writing from both slates. Each slate can be activated once per hour.

Advanced Player’s Guide, page 262.

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Sleep Arrow

Item 3

consumable enchantment magical mental sleep 

Price 11 gp

Ammunition arrow

Activate [>] Interact

Category Ammunition

Sleep arrows often have shafts of deep blue or black, and their fletching is exceptionally soft and downy. An activated sleep arrow deals no damage, but a living creature hit by it is subject to the effects of a sleep spell (DC 17).

Craft Requirements Supply one casting of sleep.

Core Rulebook, page 560.

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