Items: S (Part 4 of 10)

60 items, from Sleeves Of Storage to Sparkblade.

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

Sleeves Of Storage · Sleeves of Storage · Slick · Slick · Slide Pistol · Slime Whip · Sling · Sling Bullets · Slippers of Spider Climbing · Slippery Ribbon · Sloughing Toxin · Sluggish Bracelet · Slumber Wine · Smogger · Smoke Fan · Smoke Fan · Smoked Goggles · Smokestick · Smoking Sword · Smother Shroud · Snagging · Snagging Hook Snare · Snake · Snake Oil · Snapleaf · Snare Kit · Snare Kit · Snarling Badger · Sneaky Key · Sneezing Powder · Sniper's Bead · Sniper's Bead · Snowshoes · Snowshoes Of The Long Trek · Soap · Soaring · Soaring Wings · Soaring Wings · Socialite Staff · Society Portrait · Soft-landing · Solar Shellflower · Sonic Tuning Mace · Sonic Tuning Mace · Soothing Powder · Soothing Scents · Soothing Toddy · Soothing Tonic · Sougros Gauntlet · Soul Cage · South Wind's Scorch Song · Sovereign Glue · Sovereign Steel · Sovereign Steel Armor · Sovereign Steel Chunk · Sovereign Steel Ingot · Sovereign Steel Weapon · Spangled Rider's Suit · Spark Dancer · Sparkblade

Sleeves Of Storage

Item 4+

conjuration extradimensional invested magical 

Usage worn garment; Bulk L

Category Worn Item

This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a bag of holding that can hold up to 5 Bulk of items (for a total of 10 Bulk), though no individual item can be of more than 1 Bulk; the sleeves grow slightly heavy as you reach maximum capacity. You can add or remove an item from a sleeve with a single hand free as an Interact action.

If a sleeve is completely empty, you can place your own familiar into that extradimensional space. It can survive comfortably in your sleeve for up to 1 hour, after which it begins to suffocate. While in your sleeve, it can't be affected or targeted by any effects, but you don't benefit from any master abilities. A familiar can exit the sleeve of its own volition with a single action that has the manipulate and move traits. You can't place any other creature into your sleeves, nor can you place your familiar in a sleeve if it's larger than Tiny. If your familiar is in your sleeve, you can't place any items in the sleeve.

Type sleeves of storage; Level 4; Price 100 gp

Type greater sleeves of storage; Level 9; Price 600 gp

Each sleeve can hold up to 20 Bulk of items, and a familiar can survive within a sleeve for up to 4 hours.

Advanced Player’s Guide, page 263.

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Sleeves of Storage

Item 4

conjuration extradimensional invested magical 

Price 100 gp

Usage worn garment; Bulk L

Category Worn Item

This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a bag of holding that can hold up to 5 Bulk of items (for a total of 10 Bulk), though no individual item can be of more than 1 Bulk; the sleeves grow slightly heavy as you reach maximum capacity. You can add or remove an item from a sleeve with a single hand free as an Interact action.

If a sleeve is completely empty, you can place your own familiar into that extradimensional space. It can survive comfortably in your sleeve for up to 1 hour, after which it begins to suffocate. While in your sleeve, it can't be affected or targeted by any effects, but you don't benefit from any master abilities. A familiar can exit the sleeve of its own volition with a single action that has the manipulate and move traits. You can't place any other creature into your sleeves, nor can you place your familiar in a sleeve if it's larger than Tiny. If your familiar is in your sleeve, you can't place any items in the sleeve.

Main Item: Sleeves Of Storage

Advanced Player’s Guide, page 263.

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Slick

Rune 5+

magical transmutation 

Usage etched onto armor

Category Rune

This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to Acrobatics checks to Escape and Squeeze.

Type slick; Level 5; Price 45 gp

Type greater slick; Level 8; Price 450 gp

The item bonus is +2.

Type major slick; Level 16; Price 9,000 gp

The item bonus is +3.

Core Rulebook, page 583.

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Slick

Rune 5

magical transmutation 

Price 45 gp

Usage etched onto armor

Category Rune

This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to Acrobatics checks to Escape and Squeeze.

Main Item: Slick

Core Rulebook, page 583.

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Slide Pistol

Item 1

uncommon capacity 5 concussive fatal d10 

Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth

Price 16 gp

Bulk 2

Damage 1d6 piercing

Ammunition rounds; Range 60 ft.; Reload 1

Hands 1

Category Martial Ranged Weapon; Group Firearm

Also known as a harmonica gun, this weapon is essentially a stock, trigger, and firing mechanism attached to a sliding brace of barrels that can each hold a round of ammunition.

Guns & Gears, page 151.

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Slime Whip

Item 7

uncommon magical transmutation 

Price 360 gp

Usage held in 1 hand; Bulk 1

Category Held

This thick, greasy +1 striking shifting whip is made from a slimy pseudopod. You don't take the usual –2 circumstance penalty to your attack rolls when using the slime whip to make a lethal attack. The whip's form can be changed just like any weapon with the shifting rune, but it reverts to its original form as soon as it isn't wielded. When in its whip form, you can use the following action.

Activate [>] command, Interact; Frequency once per hour; Effect For 1 round, the slime whip deals acid damage rather than slashing damage. If the attack deals persistent damage, the persistent damage is also acid damage instead of its usual type.

The Slithering, page 61.

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Sling

Item

propulsive 

Price 0 gp

Bulk L

Damage 1d6 bludgeoning

Ammunition Sling Bullets; Range 50 ft.; Reload 1

Hands 1

Category Simple Ranged Weapon; Group Sling

Little more than a leather cup attached to a pair of straps, a sling can be used to fling smooth stones or sling bullets at a range.

Core Rulebook, page 282.

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Sling Bullets

Price 1 cp (price for 10)

Category Ammunition

These are small metal balls, typically either iron or lead, designed to be used as ammunition in slings.

Core Rulebook, page 282.

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Slippers of Spider Climbing

Item 7

invested magical transmutation 

Price 325 gp

Usage worn shoes; Bulk L

Category Worn Item

These soft slippers are made of fine gray silk. If the slippers are left unattended for a while, they tend to attract spiders that nest inside.

Activate [>] command; Frequency once per hour; Effect Tiny, hairlike tendrils extend from the slippers' soles, allowing you to walk on vertical surfaces or even to move upside down along ceilings. For 1 minute, you gain a 20-foot climb Speed and you don't need to use your hands to Climb. However, the slippers require decent traction for you to walk on a wall, so they provide no benefit when you're moving across greased, icy, or oiled surfaces.

Core Rulebook, page 616.

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Slippery Ribbon

Item 1

uncommon consumable magical talisman transmutation 

Price 12 gp

Usage affixed to armor

Activate [F] envision; Trigger You succeed at an Acrobatics check to Tumble Through, but you don't have enough Speed to move all the way through the enemy's space; Requirements You are an expert in Acrobatics

Category Talisman

This ribbon is constantly greasy to the touch and stains the armor it's affixed to. When you activate the slippery ribbon, your Speed increases by an amount necessary for you to move all the way through the enemy's space.

The Slithering, page 61.

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Sloughing Toxin

Item 7

rare alchemical consumable injury poison 

Price 60 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

This complex toxin makes the muscles beneath a creature's skin loose and malleable, which fleshwarpers find useful in their work. Rough or jerky movements the victim performs concentrate the toxin in subdermal muscles and eventually cause skin and muscle to slough away.

Saving Throw DC 25 Fortitude; Onset 1 round; Maximum Duration 1 hour; Stage 1 1d6 poison damage for each action with the attack or move trait the victim uses (1 round); Stage 2 1d6 poison damage and 1d6 slashing damage for each action with the attack, manipulate, or move trait the victim uses (1 round); Stage 3 as Stage 2, but 1d6 poison damage and 2d6 slashing damage, and forced movement also causes damage (1 hour)

Abomination Vaults #2: Hands of the Devil, page 72.

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Sluggish Bracelet

Item 3

rare cursed invested magical transmutation 

Usage worn; Bulk —

Category Worn Item

A silver charm bracelet, a sluggish bracelet appears to be a bracelet of dashing, granting you a +1 item bonus to Acrobatics checks. If the curse goes unrecognized, you think you can Activate it to gain a +10-foot status bonus to your Speed for 1 minute. Instead, its activation is as follows.

Activate [>] command; Effect You take a –10-foot penalty to your Speed for 1 minute, and the bracelet fuses to you.

Thereafter, it grants you no bonus to Acrobatics checks, and it imposes a –5-foot status penalty to your Speed.

Treasure Vault, page 193.

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Slumber Wine

Item 12

alchemical consumable ingested poison sleep 

Price 325 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Poison

Slumber wine sees its greatest use in games of intrigue, where an absence can be more devastating than injury.

Characters unconscious from slumber wine can't wake up by any means while the poison lasts, don't need to eat or drink while unconscious in this way, and appear to be recently dead unless an examiner succeeds at a DC 40 Medicine check.

Saving Throw DC 32 Fortitude; Onset 1 hour; Maximum Duration 7 days; Stage 1 unconscious (1 day); Stage 2 unconscious (2 days); Stage 3 unconscious. (3 days)

Core Rulebook, page 553.

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Smogger

Item 9

uncommon conjuration invested magical 

Price 600 gp

Usage worn backpack; Bulk 2

Category Worn Item

Some mutants savor the acrid smog of Tobraid and the Krousteil. A smogger recreates this pollution by sucking in clean air and spewing it back out as pungent smog.

Activate [>>] Interact (poison); Frequency once per hour; Effect The smogger creates a 10-foot-radius emanation of smog centered on you, which moves with you. You and other creatures in the smog are concealed while inside the smog, and other creatures are concealed to you and other creatures in the smog. A strong wind doesn't disperse the smog but reduces it to a 5-footradius emanation. A creature that must breathe that begins its turn inside of the smog can choose to hold its breath as a free action for the round, but if it doesn't, it becomes sickened 1. The smogger can maintain this effect for up to 1 minute, and the wearer of the smogger can Dismiss the effect.
Activate [>>] Interact (poison); Frequency once per day; Requirements The smogger's above activation is in effect; Effect The smog created by the smogger thickens into a toxic element that burns the eyes, blisters flesh, and causes fits of coughing. All creatures in the smog cloud, including you, must attempt a DC 32 Fortitude save—creatures that must breathe and aren't holding their breath take a –2 circumstance penalty to this save.Critical Success The creature is unaffected.Success The creature is sickened 1.Failure The creature is sickened 1 (or increases their sickened condition value to 2 if it isn't holding its breath). The creature also takes 4d6 poison damage.Critical Failure As failure, but the creature takes 8d6 poison damage.

OoA2, page 78.

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Smoke Fan

Item 2+

uncommon consumable gadget 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

When you Activate a smoke fan, it creates a cloud of colored smoke. The smoke fills a 5-foot radius. The creator chooses the smoke's color when creating the smoke fan. Creatures within the smoke's area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind.

Type smoke fan; Level 2; Price 5 gp

Type greater smoke fan; Level 8; Price 75 gp

The smoke's radius is 20 feet, and the creator can choose for the smoke to be a mixture of colors.

Guns & Gears, page 71.

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Smoke Fan

Item 2

uncommon consumable gadget 

Price 5 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

When you Activate a smoke fan, it creates a cloud of colored smoke. The smoke fills a 5-foot radius. The creator chooses the smoke's color when creating the smoke fan. Creatures within the smoke's area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind.

Main Item: Smoke Fan

Guns & Gears, page 71.

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Smoked Goggles

Item 3

Price 20 gp

Usage worn eyepiece

Category Worn Item

These goggles use lenses made out of smoked glass to protect against creatures with gaze attacks. While wearing smoked goggles, you're always considered to be Averting your Gaze, but all creatures have concealment from you. The fact that the goggles conceal creatures is part of what grants the wearer the item's benefits. If you have a way to negate the concealment from the smoked goggles, you no longer gain the benefit, either.

LOTGB, page 92.

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Smokestick

Item 1+

alchemical consumable 

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Tool

With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.

Type lesser; Level 1; Price 3 gp

The radius of the burst is 5 feet.

Type greater; Level 7; Price 53 gp

The radius of the burst is 20 feet.

Core Rulebook, page 554.

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Smoking Sword

Item 3

evocation fire magical 

Price 60 gp

Category Weapon

Smoke constantly belches from this +1 magic longsword. Any hit with this sword deals 1 extra fire damage. You can use a special action while holding the sword to command the blade's edges to light on fire.

Stoke Flames [>] (concentrate) Until the end of your turn, the blade deals 1d6 extra fire damage instead of just 1. After you use this action, you can't use it again for 10 minutes.

Beginner Box, page 51.

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Smother Shroud

Item 7

alchemical consumable injury poison 

Price 60 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

Smother shroud robs a victim of distinguishing features, making it difficult for anyone to identify the corpse.

Swelling and distention of facial features makes the victim unrecognizable. Increase the DC of any checks made to identify a creature under the effects of smother shroud by twice the stage of the poison. If the victim dies while under the effects of this poison, its corpse retains an inability to take actions with the auditory trait, and if it tries to speak and fails, it counts against responses to the talking corpse spell.

Saving Throw DC 22 Fortitude; Maximum Duration 10 rounds; Stage 1 2d4 poison damage and dazzled (1 round); Stage 2 3d4 poison damage, dazzled, a –4 status penalty to Perception checks to hear and smell, and must succeed at a DC 10 flat check to take actions with the auditory trait or the action is lost (1 round); Stage 3 4d4 poison damage, blinded, deafened, unable to smell, unable to take actions with the auditory trait, and unable to breathe

Treasure Vault, page 70.

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Snagging

Rune 3

uncommon abjuration magical 

Price 60 gp

Usage applied to belt, cape, cloak, or scarf

Category Rune

This animated item attempts to catch you when you fall. You can attempt to Grab an Edge (Core Rulebook 472), even if your hands are tied behind your back or otherwise restrained, so long as there's a solid edge within 10 feet. If you roll a success, you can Grab the Edge even if you don't have a hand free.

LOTGB, page 89.

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Snagging Hook Snare

Snare 10

consumable mechanical snare trap 

Price 180 gp

Category Snare

This snare snags a creature with its wicked metal hooks. The first creature to enter the square takes 5d8 piercing damage and 5d8 slashing damage, with a DC 27 basic Reflex save. On a critical failure, the hooks piercing its flesh make the creature immobilized until it successfully Escapes (DC 27)

Magic Consumables Though they might last a fleeting moment, these magic items can decide the outcome of an entire battle or quest. You can find these magic consumables organized by level and subcategory on the treasure tables on pages 250–251. The Core Rulebook contains full rules for special categories of items, such as talismans, and the page numbers where they appear can be found in the glossary and index, starting on page 266 of this book.

Advanced Player’s Guide, page 256.

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Snake

Item 0

Price 1 gp +

Category Pet

No entries found.

LOTG, page 103.

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Snake Oil

Item 1

alchemical consumable 

Price 2 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Tool

You can apply snake oil onto a wound or other outward symptom of an affliction or condition (such as sores from a disease or discoloration from a poison). For the next hour, the symptom disappears and the wounded or afflicted creature doesn't feel as if it still has the wound or affliction, though all effects remain. A creature can uncover the ruse by succeeding at a DC 17 Perception check, but only if it uses a Seek action to specifically examine the snake oil's effects.

Core Rulebook, page 554.

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Snapleaf

Item 3

consumable illusion magical talisman 

Price 9 gp

Usage affixed to armor

Activate [R] Interact; Trigger You begin to fall.

Category Talisman

This small, crystalline carving takes the shape of a tree leaf and attaches to armor or clothing with a simple strap. When you activate the snapleaf, you gain the benefits of feather fall and a 2nd-level invisibility spell for 1 minute or until you stop falling, whichever comes first.

LOCG, page 73.

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Snare Kit

Item

Price 5 gp

Bulk 2

Hands 2

Category Adventuring Gear

This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the Crafting skill. You can draw and replace a worn snare kit as part of the action to use it.

Type Base; Price 6 gp

Type Specialist; Level 3; Price 55 gp

A specialist snare kit gives you a +1 item bonus to the check.

Core Rulebook, page 288.

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Snare Kit

Item

Price 6 gp

Bulk 2

Hands 2

Category Adventuring Gear

This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the Crafting skill. You can draw and replace a worn snare kit as part of the action to use it.

Main Item: Snare Kit

Core Rulebook, page 288.

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Snarling Badger

Item 6+

consumable enchantment magical mental talisman 

Usage affixed to armor; Bulk —

Activate [F] command; Trigger You lose the dying condition; Requirements You have a wounded value of 1 or more.

Category Talisman

This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the wounded condition, the heroism ends immediately.

Type lesser snarling badger; Level 6; Price 50 gp

Type moderate snarling badger; Level 12; Price 400 gp

The heroism is 6th level.

Type greater snarling badger; Level 18; Price 5,000 gp

The heroism is 9th level.

Treasure Vault, page 95.

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Sneaky Key

Item 5

consumable evocation magical talisman 

Price 22 gp

Usage affixed to armor; Bulk —

Activate [>] Interact; Requirements You are an expert in Thievery.

Category Talisman

This small silver skeleton key can be pinned to armor or a sleeve. When you turn the key to activate it, for the next minute, if the outcome of any your attempts to Pick a Lock is a critical failure, you get a failure instead.

Core Rulebook, page 569.

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Sneezing Powder

Item 2

uncommon alchemical consumable inhaled 

Price 7 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Consumable

You can toss sneezing powder at an adjacent creature as an Interact action. The target must attempt a DC 15 Fortitude save to avoid sneezing. On a failed save, the creature sneezes uncontrollably, becoming slowed 1 for 1 round. On a critical failure, the creature is instead slowed 1 for 3 rounds.

LOTGB, page 59.

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Sniper's Bead

Item 4+

consumable magical talisman transmutation 

Usage affixed to a two-handed firearm or crossbow; Bulk –

Activate [F] envision; Trigger You attempt a ranged Strike with the affixed weapon before rolling; Requirements You're a master with the affixed weapon.

Category Talisman

This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the effect of distance on your triggering attack.

Type sniper's bead; Level 4; Price 16 gp

You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first two range increments.

Type greater sniper's bead; Level 10; Price 160 gp

You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first four range increments.

Type major sniper's bead; Level 16; Price 1,600 gp

You take no range increment penalty on your attack, even if the target is all the way out to the weapon's sixth range increment. As normal, you still can't hit a target more than six range increments away.

Guns & Gears, page 185.

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Sniper's Bead

Item 4

consumable magical talisman transmutation 

Price 16 gp

Usage affixed to a two-handed firearm or crossbow; Bulk –

Activate [F] envision; Trigger You attempt a ranged Strike with the affixed weapon before rolling; Requirements You're a master with the affixed weapon.

Category Talisman

This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the effect of distance on your triggering attack.

You take no range increment penalty on your attack, as long as the attack is against a target within the affixed weapon's first two range increments.

Main Item: Sniper's Bead

Guns & Gears, page 185.

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Snowshoes

Item

Price 10 gp

Bulk 1

Category Adventuring Gear

These specialized pieces of footwear are designed to distribute the wearer's weight over a larger area to prevent them from sinking while walking on snow. They are typically made with a wood frame and rawhide lacings that are tied over the wearer's other footwear. While wearing snowshoes, you ignore the effects of non-magical difficult terrain caused by snow (reducing greater difficult terrain from snow to ordinary difficult terrain). You take a –10-foot item penalty to your Speed if wearing snowshoes while walking on any surface other than snow.

LOPSG, page 114.

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Snowshoes Of The Long Trek

Item 5

uncommon magical transmutation 

Price 550 gp

Usage worn; Bulk –

Category Worn Item

These magically enhanced snowshoes are practically a necessity when traversing the gelid tundra and snow-drenched taiga of the Saga Lands. The snowshoes of the long trek allow their wearer to walk across ice and snow with the same surety as dry earth, ignoring the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to ordinary difficult terrain). In addition, a character wearing snowshoes of the long trek gains a +5-foot status bonus to their Speed while moving across snow or ice and is never at risk of breaking through naturally-occurring loose or soft snow.

LOPSG, page 89.

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Soap

Item

Price 2 cp

Bulk —

Hands 1

Category Adventuring Gear

No entries found.

Core Rulebook, page 288.

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Soaring

Rune 14

abjuration magical 

Price 3,750 gp

Usage etched onto armor

Category Rune

A set of soaring armor helps you fly faster and protects you and nearby allies from falling. While wearing soaring armor, you gain a +10-foot item bonus to your fly Speed, if you have one. As normal, if your fly Speed is based on your land Speed and you already have an item bonus to your land Speed, these bonuses aren't cumulative.

Activate [R] command; Trigger You or a creature within 60 feet of you is falling; Effect You cast feather fall on the triggering creature.

LOAG, page 140.

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Soaring Wings

Item 9+

invested magical tattoo transmutation 

Usage tattooed on the body; Bulk —

Category Tattoo

Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the ink, but some artists make it so the tattoo creates a glowing aura or lines of light in the shape of wings.

Activate [>>] command, envision; Frequency once per day; Effect For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater.

Type soaring wings; Level 9; Price 750 gp

Type greater soaring wings; Level 14; Price 3,800 gp

You can activate the tattoo once per hour.

Type major soaring wings; Level 19; Price 38,000 gp

You can activate the tattoo any number of times, and the effect lasts until you Dismiss the activation.

Treasure Vault, page 121.

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Soaring Wings

Item 9

invested magical tattoo transmutation 

Price 750 gp

Usage tattooed on the body; Bulk —

Category Tattoo

Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the ink, but some artists make it so the tattoo creates a glowing aura or lines of light in the shape of wings.

Activate [>>] command, envision; Frequency once per day; Effect For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater.
Main Item: Soaring Wings

Treasure Vault, page 121.

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Socialite Staff

Item 12

enchantment magical staff 

Price 1,900 gp

Usage held in 1 hand; Bulk 1

Category Staff

A socialite staff is designed as an ornate cane, its metal body glimmering with jewels and gold inlays. A sculpture carved from obsidian tops the head of the staff, its design depending on its wielder's taste. Common choices include birds, flowers, or family crests. While wielding a socialite staff, you gain a +2 circumstance bonus to Make an Impression on members of high society.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.
  • Cantrip read the air
  • 1st charm, restyle
  • 2nd befitting attire , phantom crowd
  • 3rd bottomless stomach , shift blame
  • 4th befitting attire, suggestion
  • 5th befitting attire, charm, glimmer of charm , suggestion

Craft Requirements Supply one casting of all listed levels of all listed spells.

Treasure Vault, page 134.

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Society Portrait

Item 6

uncommon divination magical 

Access Member of a secret society

Price 210 gp

Bulk 1

Category Other

These large portraits are commonly commissioned by secret societies to display their current member ranks, and to protect against members who would break their vows to keep their secrets. Each member being painted gives their consent to be traced by the portrait, and they agree to keep their vows for as long as their membership stands or until death, whichever comes first. This consent can be transferred to a new portrait if one is needed once the society expands, without needing another confirmation.

Should a member betray the secrets of their society, their image in the society portrait changes within 10 minutes, altering the image of the member by spelling out "TRAITOR" across their form. It provides no details on the specifics of the betrayal. The traitor can attempt a DC 30 Will save or Deception check at the time they betrayed a secret to avoid the portrait revealing their treachery. The traitorous scrawl can be counteracted by dispel magic targeted at the portrait (counteract DC 20, counteract level of 3).

Dark Archive, page 78.

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Soft-landing

Rune 3

uncommon abjuration magical 

Price 60 gp

Usage applied to boots, cape, cloak, or umbrella

Category Rune

This item creates a small cushion of air that catches you when you fall. You treat falls as 10 feet shorter.

Activate [R] envision; Frequency once per day; Trigger You begin to fall; Effect You gain the effects of feather fall for 1 minute or until you stop falling, whichever comes first.

LOTGB, page 89.

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Solar Shellflower

Item 5

uncommon arcane evocation fire 

Price 160 gp

Usage held in two hands; Bulk L

Category Held

This +1 striking flintlock musketG&G features multiple triangular panels that can be folded out of the stock, like the petals of a tigridia flower, that collect sunlight and feed it into the spark gun's core. All damage dealt by a solar shellflower is fire damage.

Activate [>] Interact; Frequency once per day; Effect One of the panels from the solar shellflower detaches and unfurls into a tigridia-shaped construct of flame. For the next 1 minute, whenever you Strike an enemy with the solar shellflower, the construct fires a smaller jet of fire that automatically hits the target, dealing 3d4 additional persistent fire damage or twice that on a critical hit. The solar shellflower usually requires a full day to replenish enough solar energy to recharge this Activation, but if used in an environment with especially strong sunlight, such as in a desert, cliff above the clouds, or near the summer solstice, it can recharge in 1 hour instead.

Treasure Vault, page 39.

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Sonic Tuning Mace

Item 9+

evocation magical sonic 

Usage held in 1 hand; Bulk L

Category Held

This +1 striking thundering light mace has twin tips, perfectly spaced to resonate when striking foes.

Activate [>>] command, Interact; Frequency once per day; Effect You tap the tuning mace against a nearby surface to cast 4th-level sound burst with a DC of 25.

Type sonic tuning mace; Level 9; Price 700 gp

Type greater sonic tuning mace; Level 13; Price 3,000 gp

The mace is a +2 greater striking thundering light mace.

When you activate the mace to cast sound burst, the spell is 6th level (DC 30).

Secrets of Magic, page 189.

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Sonic Tuning Mace

Item 9

evocation magical sonic 

Price 700 gp

Usage held in 1 hand; Bulk L

Category Held

This +1 striking thundering light mace has twin tips, perfectly spaced to resonate when striking foes.

Activate [>>] command, Interact; Frequency once per day; Effect You tap the tuning mace against a nearby surface to cast 4th-level sound burst with a DC of 25.
Main Item: Sonic Tuning Mace

Secrets of Magic, page 189.

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Soothing Powder

Item 5+

alchemical consumable healing 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Soothing powders are remedies made to stop a particular type of persistent damage. Each damage type requires a different formula, with the most popular being bleed soothing powder, poison soothing powder, fire soothing powder, and acid soothing powder. You Activate soothing powder by sprinkling it on yourself or another creature within reach. The target can immediately attempt a new flat check to remove persistent damage the powder works against. This powder lowers the DC to 10, as normal for a particularly appropriate type of help.

Type lesser; Level 5; Price 30 gp

Type greater; Level 11; Price 210 gp

In addition to the effects described above, the powder persists for 1 minute, lowering the DCs of flat checks against that type of persistent damage due to particularly effective assistance.

Treasure Vault, page 55.

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Soothing Scents

Item 3

catalyst consumable magical 

Price 10 gp

Usage held in 1 hand; Bulk L

Category Consumable

Performers popularized these bundles of aromatic herbs to calm the mind and ward off misfortune before a big show, though soldier bards have found them especially useful for clearing fear during particularly tumultuous battles. Adding this catalyst to a soothe spell also causes the spell to reduce the target's frightened condition value by 1.

Secrets of Magic, page 169.

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Soothing Toddy

Item 6

alchemical consumable elixir 

Price 45 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Hot tea with a comforting, flowery aroma, a soothing toddy grants you a +1 item bonus to saving throws against emotion effects and against effects with a trait determined by the liquor mixed into the tea when it's created. These benefits last for 1 hour.

Treasure Vault, page 51.

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Soothing Tonic

Item 2+

alchemical consumable elixir healing 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time.

You gain fast healing for 1 minute in an amount depending on the tonic's type.

Type lesser; Level 2; Price 7 gp

You gain fast healing 1.

Type moderate; Level 5; Price 28 gp

You gain fast healing 3.

Type greater; Level 10; Price 185 gp

You gain fast healing 5.

Type major; Level 17; Price 2,700 gp

You gain fast healing 10.

Treasure Vault, page 60.

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Sougros Gauntlet

Item 5

uncommon evocation magical 

Price 150 gp

Usage worn on 1 hand; Bulk L

Category Worn Item

This sharp-taloned +1 striking spiked gauntlet appears to have been crafted from dragon scales, with claws built from iron. In addition to the typical weapon traits, a Sougros gauntlet has the versatile s trait.

On a critical hit, the Sougros gauntlet deals an additional 1d6 fire damage.

Activate [R] command; Trigger Your attack roll with the Sougros gauntlet is a critical success.; Effect The creature you hit must succeed at a DC 19 Fortitude save or be sickened 1 by the gauntlet's acrid smoke. Creatures that don't need to breathe are immune.

AoA1, page 77.

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Soul Cage

Item 12

rare arcane necromancy negative 

Price 1,600 gp

Usage held in 1 hand; Bulk —

Category Held

As you Craft your soul cage, you trap your soul within it, an integral part of the complicated process of becoming a lich.

When you're destroyed, your soul flees to the soul cage, which rebuilds your undead body over the course of 1d10 days. Afterward, you manifest next to the soul cage, fully healed and in a new body (lacking any equipment you had on your old body). Only destroying your soul cage can prevent you from returning.

You choose the form of your soul cage when you Craft it. A few options include a miniature cage, a ring, an amulet, or a crown. Work with your GM to adjust the usage and Bulk as needed, though a soul cage is rarely more than light Bulk. The soul cage has Hardness 9 and 36 HP.

If your soul cage is destroyed but you aren't, you can attempt to find your soul and trap it again, building a new soul cage. This is no trivial feat and often takes an entire adventure to accomplish. If you don't cage your soul again, you suffer a long decline as described on page 119.

Craft Requirements You have Lich Dedication.

Book of the Dead, page 50.

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South Wind's Scorch Song

Item 10

uncommon evocation fire magical 

Price 900 gp

Usage held in 1 hands; Bulk 1

Category Held

This +1 striking flaming scimitar is always warm to the touch, nearly unbearably so. Lines of crackling flame radiate from carnelians affixed to its curved and blackened blade, and its pommel ends in a brilliant tassel of phoenix feathers. While you have a status bonus to at least one of your Speeds, your Strikes with this scimitar that deal fire damage gain a +2 status bonus to their fire damage. The status bonus increases to +3 if the weapon has a greater striking rune and +4 for major striking.

Activate [F] command (evocation, fire, magical); Trigger Your spell deals fire damage to a creature; Effect You gain a +10-foot status bonus to your Speed until the end of your next turn.

Secrets of Magic, page 190.

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Sovereign Glue

Item 7

alchemical consumable 

Price 55 gp

Usage held in 1 hand; Bulk L

Category Consumable

This peculiar amber glue bonds two surfaces together almost inseparably. A single flask covers an area up to 1 square foot and must be used all at once to form a single bond between two surfaces. If the activation is interrupted, the bond fails and the glue is wasted.

Once two surfaces are joined with sovereign glue, they can be separated only with a successful DC 50 Athletics check. The adhered objects tend to break before the glue does unless they're particularly durable, though a creature determined to separate the objects can break off the parts connected by the sovereign glue and later Repair the objects.

Sovereign glue can affect creatures only if they are willing, and its bond can be harmlessly broken by carefully exfoliating the outermost layer of skin or waiting a short while for the skin to shed.

Advanced Player’s Guide, page 255.

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Sovereign Steel

Material 9+

rare precious 

Category Material

Created by Black Sovereign Moraestiad-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Falaimakrer to procure gear made from this rare alloy. While some believe it possible to craft shields of sovereign steel as well, in one of his fits, Moraestiad-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell).

Sovereign Steel Items
Hardness
HP
BT
Thin Items
Standard-grade
7
28
14
High-grade
10
40
20
Items
Standard-grade
11
44
22
High-grade
14
56
28
Structures
Standard-grade
22
88
44
High-grade
28
112
56

Type sovereign steel chunk; Price 700 gp; Bulk L

Type sovereign steel ingot; Price 7,000 gp; Bulk 1

Type standard-grade sovereign steel object; Level 9; Price 500 gp per Bulk

Type high-grade sovereign steel object; Level 17; Price 8,000 gp per Bulk

LOL, page 77.

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Sovereign Steel Armor

Item 13+

rare 

Usage worn armor; Bulk varies by armor

Category Armor

Sovereign steel armor sickens certain creatures that touch it. A creature with weakness to cold iron that critically fails an unarmed attack against a creature in sovereign steel armor becomes sickened 1, and such a creature is sickened 1 as long as it wears sovereign steel armor. The noqual in sovereign steel armor provides protection against magic, granting you a +1 circumstance bonus to AC against spell attack rolls. If you Cast a Spell while wearing sovereign steel armor, you must succeed at a DC 5 flat check or the spell fails.

Type standard-grade sovereign steel armor; Level 13; Price 2,400 gp + 240 gp per Bulk; Craft Requirements at least 150 gp of cold iron + 15 gp per Bulk plus at least 150 gp of noqual + 15 gp per Bulk.

Type high-grade sovereign steel armor; Level 20; Price 50,000 gp + 5,000 gp per Bulk; Craft Requirements at least 12,500 gp of cold iron + 1,250 gp per Bulk plus at least 12,500 gp of noqual + 1,250 gp per Bulk.

LOL, page 77.

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Sovereign Steel Chunk

Material 9+

rare precious 

Price 700 gp

Bulk L

Category Material

Created by Black Sovereign Moraestiad-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Falaimakrer to procure gear made from this rare alloy. While some believe it possible to craft shields of sovereign steel as well, in one of his fits, Moraestiad-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell).

Sovereign Steel Items
Hardness
HP
BT
Thin Items
Standard-grade
7
28
14
High-grade
10
40
20
Items
Standard-grade
11
44
22
High-grade
14
56
28
Structures
Standard-grade
22
88
44
High-grade
28
112
56
Main Item: Sovereign Steel

LOL, page 77.

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Sovereign Steel Ingot

Material 9+

rare precious 

Price 7,000 gp

Bulk 1

Category Material

Created by Black Sovereign Moraestiad-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Falaimakrer to procure gear made from this rare alloy. While some believe it possible to craft shields of sovereign steel as well, in one of his fits, Moraestiad-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell).

Sovereign Steel Items
Hardness
HP
BT
Thin Items
Standard-grade
7
28
14
High-grade
10
40
20
Items
Standard-grade
11
44
22
High-grade
14
56
28
Structures
Standard-grade
22
88
44
High-grade
28
112
56
Main Item: Sovereign Steel

LOL, page 77.

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Sovereign Steel Weapon

Item 12+

rare 

Usage varies by weapon; Bulk varies by weapon

Category Material

Sovereign steel weapons are treated as cold iron against creatures with a weakness to cold iron, like demons and fey. In addition, the noqual in sovereign steel weapons disrupts spellcasters' concentration, causing them to become stupefied 1 for 1 round on a critical hit.

Type standard-grade sovereign steel weapon; Level 12; Price 1,600 gp + 160 gp per Bulk; Craft Requirements at least 100 gp of cold iron + 10 gp per Bulk plus at least 100 gp of noqual + 10 gp per Bulk.

Type high-grade sovereign steel weapon; Level 19; Price 32,000 gp + 3,200 gp per Bulk; Craft Requirements at least 8,000 gp of cold iron + 800 gp per Bulk plus at least 8,000 gp of noqual + 800 gp per Bulk.

LOL, page 77.

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Spangled Rider's Suit

Item 9

uncommon divination invested magical 

Price 700 gp

Usage worn armor; Bulk 1

Category Armor

This +1 resilient studded leather armor is adorned with colorful sequins that sparkle in even the faintest light. While wearing the spangled rider's suit, you gain a +2 item bonus to Command an Animal you are riding. Any animal you ride automatically knows the Drop Prone and Step basic actions, in addition to any other basic actions it knows (normally only Leap, Seek, Stand, Stride, and Strike).

Activate [R] (move) Trigger You take damage while mounted or your mount Drops Prone; Effect You dismount, moving off your mount into a space adjacent to it.

Extinction Curse #2: Legacy of the Lost God, page 75.

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Spark Dancer

Item 13

uncommon arcane evocation fire 

Price 2,900 gp

Usage held in one hand; Bulk L

Category Held

This +2 greater striking pepperboxG&G cycles through several magical cores, swapping in new ones while the previous ones cool. The gun deals fire or electricity damage, alternating with each attack as it rotates cores. Staekhirn gunslingers liken the rotating cores to a group of dancers, each taking their turn in the spotlight.

Activate [>>] Interact; Frequency once per day; Effect The spark dancer casts either fireball or lightning bolt, depending on whether the current core would deal fire or electricity damage, as a 7th-level arcane spell (DC 30).

Treasure Vault, page 39.

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Sparkblade

Item 3

evocation magical 

Price 70 gp

Category Weapon

Faint, delicate etchings of lightning trace across the blade of this cold iron +1 shortsword. Cold iron is made from particularly pure sources of iron and shaped with little to no heat, resulting in weapons deadly to demons and fey alike. Once per day, you can spend 1 action to point the sparkblade at a foe within 30 feet of you and shoot an arc of lightning from the blade. This lightning can leap from your chosen foe to another creature you choose within 30 feet, dealing 2d4+4 electricity damage to each creature (DC 19 basic Reflex save).

TiO, page 60.

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