Items: S (Part 7 of 10)

60 items, from Staff of Transmutation to Standard-Grade Elven Chain.

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

Staff of Transmutation · Staff of Water · Staff of Water · Staff-storing Shield · Staff-Storing Shield · Stage Fright Missive · Staining · Stalk Goggles · Stalk Goggles · Stalker Bane Snare · Stalwart's Ring · Stampede Medallion · Stampede Medallion · Stanching · Stanching · Standard Astrolabe · Standard Bullhook · Standard Explosive Ammunition · Standard Feed · Standard Golden Silencer · Standard Golden-Cased Bullet · Standard Grade Darkwood Weapon · Standard Holy Prayer Beads · Standard Marvelous Medicines · Standard of the Primeval Howl · Standard Potion of Flying · Standard Primeval Mistletoe · Standard Shrinking Potion · Standard Skeleton Key · Standard Treats · Standard-Grade Abysium Armor · Standard-Grade Abysium Buckler · Standard-Grade Abysium Object · Standard-Grade Abysium Shield · Standard-Grade Abysium Weapon · Standard-Grade Adamantine Armor · Standard-Grade Adamantine Buckler · Standard-Grade Adamantine Object · Standard-Grade Adamantine Shield · Standard-Grade Adamantine Weapon · Standard-Grade Cold Iron Armor · Standard-Grade Cold Iron Buckler · Standard-Grade Cold Iron Object · Standard-Grade Cold Iron Shield · Standard-Grade Cold Iron Weapon · Standard-Grade Darkwood Armor · Standard-Grade Darkwood Buckler · Standard-Grade Darkwood Object · Standard-Grade Darkwood Shield · Standard-Grade Darkwood Tower Shield · Standard-Grade Djezet Alloy Object · Standard-Grade Djezet Armor · Standard-Grade Djezet Buckler · Standard-Grade Djezet Shield · Standard-Grade Djezet Weapon · Standard-Grade Dragonhide Armor · Standard-Grade Dragonhide Buckler · Standard-Grade Dragonhide Object · Standard-Grade Dragonhide Shield · Standard-Grade Elven Chain

Staff of Transmutation

Item 6

magical staff transmutation 

Price 230 gp

Usage held in 1 hand; Bulk 1

Category Staff

A glass orb atop this metal staff contains fine, undulating sand.

While wielding the staff, you gain a +2 circumstance bonus to checks to identify transmutation magic.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

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

Main Item: Staff of Transmutation

Core Rulebook, page 595.

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Staff of Water

Item 3+

evocation magical staff 

Usage held in 1 hand; Bulk 1

Category Staff

A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water, you have resistance 2 to fire.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

Type staff of water; Level 3; Price 60 gp

Type greater staff of water; Level 8; Price 450 gp

The resistance is 5.

Type major staff of water; Level 12; Price 1,800 gp

The resistance is 10.

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

Treasure Vault, page 135.

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Staff of Water

Item 3

evocation magical staff 

Price 60 gp

Usage held in 1 hand; Bulk 1

Category Staff

A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water, you have resistance 2 to fire.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.

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

Main Item: Staff of Water

Treasure Vault, page 135.

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Staff-storing Shield

Item 7+

extradimensional invested magical transmutation 

Usage held in 1 hand; Bulk 1

Category Held

This magically reinforced wooden shield normally has a blank face. It can absorb a staff and transform between a shield and staff. When you prepare a staff, you can hold it up to the shield, at which point the items will merge, and the shield's face becomes an image corresponding to the type of magic, such as a skull for a staff of necromancy.

Activate [>] Interact; Effect You change the staff-storing shield from its shield form into the stored staff, which has an image of the shield on it, or change it from the stored staff back into a shield.

Type staff-storing shield; Level 7; Price 350 gp

The shield has Hardness 6, HP 36, and BT 18.

Type greater staff-storing shield; Level 11; Price 1,300 gp

The shield has Hardness 9, HP 54, and BT 27.

Type major staff-storing shield; Level 15; Price 5,500 gp

The shield has Hardness 12, HP 72, and BT 36.

Type true staff-storing shield; Level 20; Price 55,000 gp

The shield has Hardness 16, HP 96, and BT 48.

Secrets of Magic, page 190.

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Staff-Storing Shield

Item 7

extradimensional invested magical transmutation 

Price 350 gp

Usage held in 1 hand; Bulk 1

AC Bonus +2; Hardness 6; HP 36; BT 18

Speed Penalty —

Category Held

This magically reinforced wooden shield normally has a blank face. It can absorb a staff and transform between a shield and staff. When you prepare a staff, you can hold it up to the shield, at which point the items will merge, and the shield's face becomes an image corresponding to the type of magic, such as a skull for a staff of necromancy.

Activate [>] Interact; Effect You change the staff-storing shield from its shield form into the stored staff, which has an image of the shield on it, or change it from the stored staff back into a shield.
Main Item: Staff-storing Shield

Secrets of Magic, page 190.

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Stage Fright Missive

Item 5

consumable curse enchantment magical mental missive 

Price 22 gp

Usage held in 1 hand; Bulk —

Activate [>>] envision, Interact

Category Curse

Composing a stage fright missive usually involves creating a scathing review, insulting letter, or embarrassing image that ridicules the recipient. The activating creature must succeed at a DC 20 Will save or be overcome with embarrassment for 1 hour, taking a –1 status penalty to Deception, Diplomacy, Intimidation, and Performance checks. During this time, if the creature attempts to speak or perform in front of an audience, they become sickened 1. When they recover from this sickened condition, the missive's effects end. You choose when composing the missive whether it remains as a non‑magical document or burns to ash after imparting its magic.

Treasure Vault, page 85.

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Staining

Item 1

rare cursed magical transmutation 

Usage curses gear or a weapon

Category Curse

This property is associated with a specific color, which is defined at the time of the curse's creation. Whenever you use the affected equipment while taking a manipulate action with another object, the second object is permanently stained the associated color. For instance, if you used a set of yellow staining lockpicks to open a door, the lock would permanently become yellow. This color change does not otherwise unnaturally persist and can be changed via any normal mundane or magical means.

Gamemastery Guide, page 93.

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Stalk Goggles

Item 1+

rare invested magical morph transmutation 

Usage worn eyepiece; Bulk —

Category Worn Item

These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer's eyes transform and lengthen into snail-like eyestalks. The wobbly eyestalks stretch out through the lens holes and up over the wearer's head on lengthened optic nerves.

Activate [>] envision; Frequency once per day; Effect By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can't be flanked.

Type stalk goggles; Level 1; Price 20 gp

Type greater stalk goggles; Level 3; Price 60 gp

When you activate the goggles, you also gain a +1 item bonus to Perception checks involving sight for the duration of the effect.

Type major stalk goggles; Level 8; Price 450 gp

When you activate the goggles, you also gain a +2 item bonus to Perception checks involving sight and low- light vision for the duration of the effect.

Gatewalkers #1: The Seventh Arch.

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Stalk Goggles

Item 1

rare invested magical morph transmutation 

Price 20 gp

Usage worn eyepiece; Bulk —

Category Worn Item

These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer's eyes transform and lengthen into snail-like eyestalks. The wobbly eyestalks stretch out through the lens holes and up over the wearer's head on lengthened optic nerves.

Activate [>] envision; Frequency once per day; Effect By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can't be flanked.
Main Item: Stalk Goggles

Gatewalkers #1: The Seventh Arch.

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Stalker Bane Snare

Snare 4

uncommon consumable mechanical snare trap 

Price 15 gp

Category Snare

This snare explodes in a burst of cloying powder that can cling to a creature stepping into its square. A creature that enters the square of a stalker bane snare must attempt a DC 20 Reflex save.

Critical Success The target is unaffected.Success Powder sticks to the target, causing it to leave behind telltale footprints. Being invisible makes the target hidden, rather than undetected, to creatures that could see it if it weren't invisible.Failure Powder clumps on the target, constantly flaking away. Being invisible makes the target concealed, rather than hidden or undetected, to creatures that could see it if it weren't invisible.Critical Failure As failure, and the creature is blinded until the end of its next turn.

Core Rulebook, page 591.

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Stalwart's Ring

Item 5

uncommon invested necromancy 

Price 160 gp

Usage worn

Category Worn Item

This fairly simple ring has no gemstone inlaid, but the band is cast to resembled a fanged wolf's head. Once per day, during your daily preparations, you can meditate on this ring to grant yourself 5 temporary Hit Points.

These last until your next daily preparation, as long as you are wearing the ring.

The Fall of Plaguestone, page 58.

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Stampede Medallion

Item 12+

eidolon evocation invested magical 

Usage worn; Bulk L

Category Worn Item

When you invest this medallion for your eidolon, it changes shape to appear as a tiny bejeweled facsimile of the eidolon, magically attached just over your eidolon's heart. While your eidolon wears the medallion, they gain a +2 item bonus to Athletics checks to Shove or Trip.

Activate [>>] envision; Frequency once per day; Effect Your eidolon Concentrates on the medallion and their connection to you, allowing them to momentarily manifest into a stampede of dozens of copies of themself. The stampede rampages out in every direction, swerving around your allies while trampling any foe on the ground in an emanation around your eidolon with a radius equal to your eidolon's Speed.

Each of these foes takes 8d6 bludgeoning damage, with a DC 29 basic Reflex save. On a critical failure, the foe is also knocked prone. After dealing damage, the stampede of eidolons vanishes as quickly as it appeared.

Type stampede medallion; Level 12; Price 1,800 gp

Type greater stampede medallion; Level 15; Price 6,200 gp

The activation's DC is 34 and the damage is 12d6.

Type major stampede medallion; Level 18; Price 21,000 gp

The item bonus is +3, the activation's DC is 38 and the damage is 14d6.

Secrets of Magic, page 190.

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Stampede Medallion

Item 12

eidolon evocation invested magical 

Price 1,800 gp

Usage worn; Bulk L

Category Worn Item

When you invest this medallion for your eidolon, it changes shape to appear as a tiny bejeweled facsimile of the eidolon, magically attached just over your eidolon's heart. While your eidolon wears the medallion, they gain a +2 item bonus to Athletics checks to Shove or Trip.

Activate [>>] envision; Frequency once per day; Effect Your eidolon Concentrates on the medallion and their connection to you, allowing them to momentarily manifest into a stampede of dozens of copies of themself. The stampede rampages out in every direction, swerving around your allies while trampling any foe on the ground in an emanation around your eidolon with a radius equal to your eidolon's Speed.

Each of these foes takes 8d6 bludgeoning damage, with a DC 29 basic Reflex save. On a critical failure, the foe is also knocked prone. After dealing damage, the stampede of eidolons vanishes as quickly as it appeared.

Main Item: Stampede Medallion

Secrets of Magic, page 190.

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Stanching

Rune 5+

uncommon magical necromancy 

Usage etched onto armor

Category Rune

These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end persistent bleed damage from 15 to 12 (7 with particularly effective assistance).

Type stanching; Level 5; Price 130 gp

Type greater stanching; Level 9; Price 600 gp

The DC of the flat check is reduced from 15 to 10 (5 with particularly effective assistance).

Type major stanching; Level 13; Price 2,500 gp

The DC of the flat check is reduced from 15 to 8 (3 with particularly effective assistance).

Type true stanching; Level 17; Price 12,500 gp

The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent bleed damage).

LOTGB, page 39.

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Stanching

Rune 5

uncommon magical necromancy 

Price 130 gp

Usage etched onto armor

Category Rune

These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end persistent bleed damage from 15 to 12 (7 with particularly effective assistance).

Main Item: Stanching

LOTGB, page 39.

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Standard Astrolabe

Item 2

uncommon 

Price 30 gp

Usage held in 2 hands; Bulk L

Category Held

Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival. By spending 1 minute to measure the height of the stars and planets, a holder who knows the time and date can determine the latitude, and a holder who knows their latitude can determine the date and time. An astrolabe also grants a +1 item bonus on checks to identify celestial bodies. A standard astrolabe only functions on steady ground.

Main Item: Astrolabe

LOPSG, page 35.

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Standard Bullhook

Item 3

uncommon enchantment magical 

Price 55 gp

Usage held in 1 hand; Bulk 1

Category Held

A bullhook is a stout rod about 4 feet long with a blunt hook on the end. Too dull to be useful as a weapon, a bullhook is instead used to direct animals in training or in performing their tasks. A bullhook grants you an item bonus to Nature checks to Command an Animal while you are holding it.

Activate [>>] command, Interact; Frequency once per day; Effect You wave the bullhook to produce the effects of a command spell. This spell loses the linguistic trait and can target only animals.

The item bonus is +2, the command spell is 1st level, and the DC is 18.

Main Item: Bullhook

Extinction Curse #2: Legacy of the Lost God, page 73.

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Standard Explosive Ammunition

Item 9

consumable evocation fire magical 

Price 130 gp

Ammunition any

Activate [>] Interact

Category Ammunition

This piece of ammunition is coated in gritty black soot. When activated explosive ammunition hits a target, the missile explodes in a 10-foot burst, dealing 6d6 fire damage to each creature in the area (including the target). Each creature must attempt a DC 25 basic Reflex save.

Main Item: Explosive Ammunition

Core Rulebook, page 559.

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Standard Feed

Item 0

Price 1 cp (1 week's feed)

Category Animal Caretaking Adventuring Gear

No entries found.

Main Item: Feed

LOTG, page 103.

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Standard Golden Silencer

Item 6

uncommon consumable illusion magical talisman 

Price 50 gp

Usage affixed to a firearm; Bulk L

Activate [>] Interact; Requirements You're an expert in

Category Talisman

Stealth.

The Golden Gunners are dreaded for their use of their golden silencers, which they put to good use in clandestine raids. They silence both the loud gunshot and the screams of creatures wounded by its shot. A weapon with a golden silencer attached emits no light and makes no noise when fired. A target hit by a ranged Strike from the affixed weapon must succeed at a DC 20 Fortitude save or be silenced as well until the start of its next turn. A silenced creature can't call for help or use sonic abilities, nor can it use abilities with the auditory trait. This prevents it from casting spells that include verbal components.

Main Item: Golden Silencer

OoA2, page 76.

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Standard Golden-Cased Bullet

Item 4

uncommon consumable divination magical 

Price 20 gp

Ammunition round

Activate [>] envision

Category Consumable

The magic-infused metal of this bullet's golden casing allows it to curve just a bit in flight once the bullet has been fired, allowing you to ignore the bonus to AC granted to a target in lesser cover.

Main Item: Golden-Cased Bullet

OoA2, page 76.

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Standard Grade Darkwood Weapon

Item 11

uncommon 

Price 1,400 gp + 140 gp per Bulk

Usage varies by weapon; Bulk varies by weapon

Category Material

Darkwood weapons are as dark as ebony, with a slight purple tint. A darkwood weapon's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk).

Craft Requirements at least 175 gp of darkwood + 17.5 gp per Bulk.

Main Item: Darkwood Weapon

Core Rulebook, page 599.

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Standard Holy Prayer Beads

Item 5

uncommon divine healing necromancy positive 

Price 160 gp

Usage held in 1 hand; Bulk —

Category Held

This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while holding it. When you do, the prayer beads become attuned to your deity, changing their form and iconography to prominently incorporate your deity's religious symbol and iconography. The beads don't transform or function for an evil spellcaster.

Whenever you cast a divine spell from your own spell slots while holding the prayer beads, you recover 1 Hit Point; this is a positive healing effect. If the spell you cast was a healing spell, you can grant this additional healing to one of the spell's targets instead of yourself.

Activate Cast a Spell; Effect Cast bless or heal, each once per day.
Main Item: Holy Prayer Beads

Core Rulebook, page 573.

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Standard Marvelous Medicines

Item 12

magical necromancy 

Price 1,800 gp

Usage held in 2 hands; Bulk 1

Category Held

This set of healer's tools contains a seemingly endless supply of bandages, herbs, and healing items of impeccable quality, granting you a +2 item bonus to Medicine checks.

Activate [>] Treat Poison or 8 hours (Treat Disease); Effect You can activate the tools when you use them to Treat Poison in order to produce the effects of neutralize poison, or when you Treat Disease in order to produce the effects of remove disease. Once these medicines have been used to treat a patient's poison or disease, they can't be used again to treat the same affliction for that patient.
Main Item: Marvelous Medicines

Core Rulebook, page 574.

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Standard of the Primeval Howl

Item 10

enchantment magical mental 

Price 900 gp

Usage held in 1 hand; Bulk 1

Category Held

These standards are always constructed from uncut wood and a leather banner painted with the visage of a snarling beast—a wolf, boar, bear, lion, dragon, or similarly imposing creature. And while it might become lost on a battlefield scattered with gaudier standards, its effect bolsters those around a competent leader. When carrying this banner, you gain a +1 item bonus to Intimidation checks and initiative rolls, and creatures in a 20-foot emanation also gain a +1 item bonus to initiative checks.

Activate [R] command; Frequency once per hour; Trigger An ally within 20 feet of you critically hits with a Strike; Requirements You have the Battle Cry skill feat; Effect You attempt to Demoralize the foe the Strike hit.

Treasure Vault, page 116.

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Standard Potion of Flying

Item 8

consumable magical potion transmutation 

Price 100 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Upon drinking this effervescent concoction, you gain a fly Speed of 40 feet for 1 minute.

Main Item: Potion of Flying

Core Rulebook, page 563.

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Standard Primeval Mistletoe

Item 6

primal transmutation 

Price 230 gp

Usage held in 1 hand; Bulk —

Category Held

This sprig of berry-festooned holly and mistletoe doesn't wilt or rot. It can be used as a primal focus, and it also grants the creature holding it a +1 item bonus to Nature checks.

Activate [>>] Interact; Frequency once per 10 minutes; Effect You squeeze juice from one of the berries and smear it onto a club or staff to cast shillelagh upon it.
Activate [>>] Interact; Frequency once per day; Effect You can twine the sprig around the wrist of one hand and touch a tree to cast tree shape upon yourself, except instead of a becoming a tree, you become a vine on the touched tree.
Main Item: Primeval Mistletoe

Core Rulebook, page 574.

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Standard Shrinking Potion

Item 4

consumable magical potion transmutation 

Price 15 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Onset 1 minute

Category Potion

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

Main Item: Shrinking Potion

Core Rulebook, page 564.

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Standard Skeleton Key

Item 5

magical transmutation 

Price 125 gp

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.
Main Item: Skeleton Key

Core Rulebook, page 575.

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Standard Treats

Item 0

Price 1 cp

Category Animal Caretaking Adventuring Gear

No entries found.

Main Item: Treats

LOTG, page 103.

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Standard-Grade Abysium Armor

Item 12

rare 

Price 2,000 gp + 200 gp per Bulk

Usage worn armor; Bulk varies by armor

Category Material

Typically only creatures immune to abysium's effects would don abysium armor. You're sickened 2 while wearing standard-grade armor made from abysium, or sickened 3 while wearing high-grade armor made from abysium. You can't reduce your sickened condition while wearing abysium armor, or for 1 hour after removing it. Abysium armor is dangerous to nearby creatures, too. Creatures within 10 feet of abysium armor must succeed at a Fortitude save (DC 30 for standard grade or DC 40 for high grade) or become sickened 1 (sickened 2 on a critical failure). Afterwards, the creature is temporarily immune for 1 minute, but if they remain within the area for longer than 1 minute, they automatically critically fail the next save.

Craft Requirements The initial raw materials must include at least 250 gp of abysium + 25 gp per Bulk.

Main Item: Abysium Armor

LOTGB, page 96.

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Standard-Grade Abysium Buckler

Item 8

rare 

Price 400 gp

Usage varies by shield; Bulk L

AC Bonus +1; Hardness 4; HP 16; BT 8

Speed Penalty —

Category Material

These glowing shields are crafted to ensure that the abysium used is safely contained within a durable outer shell. If the shield breaks, however, the toxic metal becomes exposed. When you use the Shield Block reaction against an adjacent creature's melee Strike, if the shield breaks, the creature is exposed to the abysium and is sickened 1 for a standard-grade shield or sickened 2 for a high-grade shield.

Craft Requirements abysium worth at least 50 gp

Main Item: Abysium Shield

LOTGB, page 96.

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Standard-Grade Abysium Object

Material 8

rare precious 

Price 450 gp per Bulk

Category Material

A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is sickened 1 for a standard-grade object of light Bulk, sickened 2 for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or sickened 3 for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are poison effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius.

Abysium 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: Abysium

LOTGB, page 96.

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Standard-Grade Abysium Shield

Item 8

rare 

Price 440 gp

Usage varies by shield; Bulk 1

AC Bonus +2; Hardness 6; HP 24; BT 12

Speed Penalty —

Category Material

These glowing shields are crafted to ensure that the abysium used is safely contained within a durable outer shell. If the shield breaks, however, the toxic metal becomes exposed. When you use the Shield Block reaction against an adjacent creature's melee Strike, if the shield breaks, the creature is exposed to the abysium and is sickened 1 for a standard-grade shield or sickened 2 for a high-grade shield.

Craft Requirements abysium worth at least 55 gp

Main Item: Abysium Shield

LOTGB, page 96.

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Standard-Grade Abysium Weapon

Item 12

rare 

Price 2,000 gp + 200 gp per Bulk

Usage varies by weapon; Bulk varies by weapon

Category Material

Abysium weapons are safe to carry, as the toxic metal is contained within an outer shell. However, the inherent toxicity in these blue-green weapons can irradiate open wounds and poison foes. Abysium weapons have one fewer property rune slot, but they deal 1d4 poison damage on a successful Strike, and on a critical hit, the target is sickened 1, or sickened 2 with high-grade abysium.

Craft Requirements at least 250 gp of abysium + 25 gp per Bulk.

Main Item: Abysium Weapon

LOTGB, page 97.

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Standard-Grade Adamantine Armor

Item 12

uncommon 

Price 1,600 gp + 160 gp per Bulk

Usage worn armor; Bulk varies by armor

Category Material

Adamantine armor has a shiny, black appearance and is amazingly durable.

Craft Requirements The initial raw materials must include adamantine worth at least 200 gp + 20 gp per Bulk.

Main Item: Adamantine Armor

Core Rulebook, page 555.

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Standard-Grade Adamantine Buckler

Item 8

uncommon 

Price 400 gp

Usage varies by shield; Bulk L

AC Bonus +1; Hardness 8; HP 32; BT 16

Category Material

Adamantine shields are particularly sturdy, and when used for a shield bash, they are adamantine weapons.

Craft Requirements adamantine worth at least 50 gp

Main Item: Adamantine Shield

Core Rulebook, page 586.

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Standard-Grade Adamantine Object

Material 8

uncommon precious 

Price 350 gp per Bulk

Category Material

Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge.

Adamantine Items
Hardness
HP
BT
Thin Items
Standard-grade
10
40
20
High-grade
13
52
26
Items
Standard-grade
14
56
28
High-grade
17
68
34
Structures
Standard-grade
28
112
56
High-grade
34
136
68
Main Item: Adamantine

Core Rulebook, page 578.

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Standard-Grade Adamantine Shield

Item 8

uncommon 

Price 440 gp

Usage varies by shield; Bulk 1

AC Bonus +2; Hardness 10; HP 40; BT 20

Category Material

Adamantine shields are particularly sturdy, and when used for a shield bash, they are adamantine weapons.

Craft Requirements adamantine worth at least 55 gp

Main Item: Adamantine Shield

Core Rulebook, page 586.

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Standard-Grade Adamantine Weapon

Item 11

uncommon 

Price 1,400 gp + 140 gp per Bulk

Usage varies by weapon; Bulk varies by weapon

Category Material

Adamantine weapons have a shiny black appearance and cut through lesser items with ease. They treat any object they hit as if it had half as much Hardness as usual, unless the object's Hardness is greater than that of the adamantine weapon.

Craft Requirements at least 175 gp of adamantine + 17.5 gp per Bulk.

Main Item: Adamantine Weapon

Core Rulebook, page 599.

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Standard-Grade Cold Iron Armor

Item 11

Price 1,200 gp + 120 gp per Bulk

Usage worn armor; Bulk varies by armor

Category Material

Cold iron armor sickens certain creatures that touch it. A creature with weakness to cold iron (such as most demons and fey) that critically fails an unarmed attack against a creature in cold iron armor becomes sickened 1. A creature with weakness to cold iron is sickened 1 as long as it wears cold iron armor.

Craft Requirements The initial raw materials must include at least 150 gp of cold iron + 15 gp per Bulk.

Main Item: Cold Iron Armor

Core Rulebook, page 555.

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Standard-Grade Cold Iron Buckler

Item 7

Price 300 gp

Usage varies by shield; Bulk L

Category Material

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

Craft Requirements cold iron worth at least 375 sp The shield has Hardness 5, HP 20, and BT 10.

Main Item: Cold Iron Shield

Core Rulebook, page 586.

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Standard-Grade Cold Iron Object

Material 7

precious 

Price 250 gp per Bulk

Category Material

Weapons made from cold iron are deadly to demons and fey alike.

Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items.

Cold Iron Items
Hardness
HP
BT
Thin Items
Low-grade
5
20
10
Standard-grade
7
28
14
High-grade
10
40
20
Items
Low-grade
9
36
18
Standard-grade
11
44
22
High-grade
14
56
28
Structures
Low-grade
18
72
36
Standard-grade
22
88
44
High-grade
28
112
56
Main Item: Cold Iron

Core Rulebook, page 578.

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Standard-Grade Cold Iron Shield

Item 7

Price 340 gp

Usage varies by shield; Bulk 1

Category Material

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

Craft Requirements cold iron worth at least 425 sp The shield has Hardness 7, HP 28, and BT 14.

Main Item: Cold Iron Shield

Core Rulebook, page 586.

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Standard-Grade Cold Iron Weapon

Item 10

Price 880 gp + 88 gp per Bulk

Usage varies by weapon; Bulk varies by weapon

Category Material

Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey.

Craft Requirements at least 110 gp of cold iron + 11 gp per Bulk.

Main Item: Cold Iron Weapon

Core Rulebook, page 599.

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Standard-Grade Darkwood Armor

Item 12

uncommon 

Price 1,600 gp + 160 gp per Bulk

Usage worn armor; Bulk varies by armor

Category Material

Darkwood armor is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on armor that normally has light Bulk). It's easier to wear than normal wood armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet. (There are no types of wood armor in this book.)

Craft Requirements The initial raw materials must include darkwood worth at least 200 gp + 20 gp per Bulk.

Main Item: Darkwood Armor

Core Rulebook, page 555.

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Standard-Grade Darkwood Buckler

Item 8

uncommon 

Price 400 gp

Usage varies by shield; Bulk L

AC Bonus +1; Hardness 3; HP 12; BT 6

Speed Penalty —

Category Material

Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk).

Craft Requirements darkwood worth at least 50 gp

Main Item: Darkwood Shield

Core Rulebook, page 586.

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Standard-Grade Darkwood Object

Material 8

uncommon precious 

Price 350 gp per Bulk

Category Material

Darkwood is a very lightweight wood found primarily in oldgrowth forests in south-central Khaigraik; it is dark as ebony but has a slight purple tint. A darkwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of darkwood is based on the item's normal Bulk, not its reduced Bulk for being made of darkwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item.

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

Core Rulebook, page 578.

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Standard-Grade Darkwood Shield

Item 8

uncommon 

Price 440 gp

Usage varies by shield; Bulk L

AC Bonus +2; Hardness 5; HP 20; BT 10

Speed Penalty —

Category Material

Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk).

Craft Requirements darkwood worth at least 55 gp

Main Item: Darkwood Shield

Core Rulebook, page 586.

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Standard-Grade Darkwood Tower Shield

Item 8

uncommon 

Price 560 gp

Usage varies by shield; Bulk 3

AC Bonus +2/+4; Hardness 5; HP 20; BT 10

Speed Penalty –5 ft.

Category Material

Darkwood shields are 1 Bulk lighter than normal (or light Bulk if their normal Bulk is 1, with no effect on a shield that normally has light Bulk).

Craft Requirements darkwood worth at least 70 gp

Main Item: Darkwood Shield

Core Rulebook, page 586.

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Standard-Grade Djezet Alloy Object

Material 8

rare precious 

Price 400 gp per Bulk

Category Material

This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name "quickiron" in some places.

Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it "tiger iron." When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses (page 98).

Djezet Alloy Items
Hardness
HP
BT
Thin Items
Standard-grade
5
20
10
High-grade
8
32
16
Items
Standard-grade
9
36
18
High-grade
12
48
24
Structures
Standard-grade
18
72
36
High-grade
24
96
48
Main Item: Djezet

LOTGB, page 97.

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Standard-Grade Djezet Armor

Item 12

rare 

Price 1,800 gp + 180 gp per Bulk

Usage worn armor; Bulk varies by armor

Category Material

Armor made of djezet alloy is easy to enchant. Transferring runes onto djezet armor from other armor waives the usual 1/10 cost to etch the rune. This benefit has no effect on the cost of the rune itself or on the cost to transfer a rune off djezet armor onto a non-djezet armor. High-grade djezet armor can be etched with an additional property rune (to a maximum of four instead of three for +3 armor).

Craft Requirements The initial raw materials must include at least 225 gp of djezet + 22.5 gp per Bulk.

Main Item: Djezet Armor

LOTGB, page 98.

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Standard-Grade Djezet Buckler

Item 9

rare 

Price 600 gp

Usage varies by shield; Bulk L

Category Material

The burnished red faces of djezet-alloy shields attract effects made of pure magic. While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger.

When taking energy damage from a spell, the shield's listed Hardness doubles.

Craft Requirements djezet worth at least 75 gp The shield has Hardness 3, HP 12, and BT 6.

Main Item: Djezet Shield

LOTGB, page 98.

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Standard-Grade Djezet Shield

Item 9

rare 

Price 660 gp

Usage varies by shield; Bulk 1

Category Material

The burnished red faces of djezet-alloy shields attract effects made of pure magic. While you have a djezet shield Raised, you can use the Shield Block reaction when you would take energy damage in addition to the reaction's usual trigger.

When taking energy damage from a spell, the shield's listed Hardness doubles.

Craft Requirements djezet worth at least 82.5 gp The shield has Hardness 5, HP 20, and BT 10.

Main Item: Djezet Shield

LOTGB, page 98.

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Standard-Grade Djezet Weapon

Item 12

rare 

Price 1,800 gp + 180 gp per Bulk

Usage varies by weapon; Bulk varies by weapon

Category Material

The djezet in weapons absorbs magical power. Critical hits made with a djezet weapon against a prepared or spontaneous spellcaster cause the target to lose one prepared spell or one spontaneous spell slot unless the target succeeds at a Will save (DC 30 for standard-grade or DC 40 for high-grade). The spell is randomly selected from among the caster's highest three spell levels (and then from among the spells prepared in that level, for a prepared spellcaster).

Craft Requirements at least 225 gp of djezet + 22.5 gp per Bulk.

Main Item: Djezet Weapon

LOTGB, page 98.

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Standard-Grade Dragonhide Armor

Item 12

uncommon 

Price 1,600 gp + 160 gp per Bulk

Usage worn armor; Bulk varies by armor

Category Material

Dragonhide armor is immune to one damage type based on the type of dragon it is made from (as listed in the table on page 579). Wearing armor made from dragonhide also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal the corresponding damage type.

Craft Requirements The initial raw materials must include dragonhide worth at least 200 gp + 20 gp per Bulk.

Main Item: Dragonhide Armor

Core Rulebook, page 555.

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Standard-Grade Dragonhide Buckler

Item 8

uncommon 

Price 400 gp

Usage varies by shield; Bulk L

Category Shield; Group Shield

Dragonhide shields are each immune to one damage type based on the type of dragon (see Dragonhide on page 579).

Craft Requirements dragonhide worth at least 50 gp The shield has Hardness 2, HP 8, and BT 4.

Main Item: Dragonhide Shield

Core Rulebook, page 586.

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Standard-Grade Dragonhide Object

Material 8

uncommon precious 

Price 350 gp per Bulk

Category Material

The hide and scales of a dragon can be used to Craft any item normally made of ordinary leather or hide. Dragonhide varies in color from blue to glittering gold, depending on the dragon it came from. Due to the scales' resiliency, it can also be used to Craft armor usually made out of metal plates (such as a breastplate, half plate, and full plate), allowing such armor to be made without metal. Dragonhide objects are immune to one damage type, depending on the type of dragon (see the table below).

Dragon Type
Resistance
Black or copper
Acid
Blue or bronze
Electricity
Brass, gold, or red
Fire
Green
Poison
Silver or white
Cold
Dragonhide Items
Hardness
HP
BT
Thin Items
Standard-grade
4
16
8
High-grade
8
32
16
Items
Standard-grade
7
28
14
High-grade
11
44
22
Main Item: Dragonhide

Core Rulebook, page 579.

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Standard-Grade Dragonhide Shield

Item 8

uncommon 

Price 440 gp

Usage varies by shield; Bulk 1

Category Shield; Group Shield

Dragonhide shields are each immune to one damage type based on the type of dragon (see Dragonhide on page 579).

Craft Requirements dragonhide worth at least 55 gp The shield has Hardness 4, HP 16, and BT 8.

Main Item: Dragonhide Shield

Core Rulebook, page 586.

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Standard-Grade Elven Chain

Item 13

uncommon 

Price 2,500 gp

Usage worn armor; Bulk L

Category Armor

Elven chain is a chain shirt made of mithral that glitters in even the faintest light. It has no check penalty.

Created by elven artisans employing ancient crafting techniques, elven chain is exceptionally quiet. Unlike other chain shirts—even other mithral chain shirts—elven chain does not have the noisy trait. This suit of armor can be etched with runes like any other mithral chain shirt.

Craft Requirements The initial raw materials must include mithral worth at least 3,125 sp.

Main Item: Elven Chain

Core Rulebook, page 555.

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