60 items, from Sleeves Of Storage to Sparkblade.
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
Item 4+
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.
Item 4
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 StorageAdvanced Player’s Guide, page 263.
Rune 5+
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.
Rune 5
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: SlickCore Rulebook, page 583.
Item 1
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.
Item 7
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.
The Slithering, page 61.
Item
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.
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.
Item 7
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.
Core Rulebook, page 616.
Item 1
Price 12 gp
Usage affixed to armor
Activate 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.
Item 7
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)
Item 3
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.
Thereafter, it grants you no bonus to Acrobatics checks, and it imposes a –5-foot status penalty to your Speed.
Treasure Vault, page 193.
Item 12
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.
Item 9
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.
OoA2, page 78.
Item 2+
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.
Item 2
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 FanGuns & Gears, page 71.
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.
Item 1+
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.
Item 3
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.
Beginner Box, page 51.
Item 7
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.
Rune 3
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.
Snare 10
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.
Item 0
Price 1 gp +
Category Pet
No entries found.
LOTG, page 103.
Item 1
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.
Item 3
Price 9 gp
Usage affixed to armor
Activate 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.
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.
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 KitCore Rulebook, page 288.
Item 6+
Usage affixed to armor; Bulk —
Activate 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.
Item 5
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.
Item 2
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.
Item 4+
Usage affixed to a two-handed firearm or crossbow; Bulk –
Activate 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.
Item 4
Price 16 gp
Usage affixed to a two-handed firearm or crossbow; Bulk –
Activate 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 BeadGuns & Gears, page 185.
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.
Item 5
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.
Item
Price 2 cp
Bulk —
Hands 1
Category Adventuring Gear
No entries found.
Core Rulebook, page 288.
Rune 14
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.
LOAG, page 140.
Item 9+
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.
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.
Item 9
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.
Treasure Vault, page 121.
Item 6
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.
Rune 3
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.
LOTGB, page 89.
Item 5
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.
Treasure Vault, page 39.
Item 9+
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.
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.
Item 9
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.
Secrets of Magic, page 189.
Item 5+
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.
Item 3
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.
Item 6
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.
Item 2+
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.
Item 5
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.
AoA1, page 77.
Item 12
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.
Item 10
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.
Secrets of Magic, page 190.
Item 7
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.
Material 9+
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).
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.
Item 13+
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.
Material 9+
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).
LOL, page 77.
Material 9+
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).
LOL, page 77.
Item 12+
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.
Item 9
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).
Item 13
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.
Treasure Vault, page 39.
Item 3
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.
Socialite Staff
Item 12
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.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Treasure Vault, page 134.
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