60 items, from Staff of Transmutation to Standard-Grade Elven Chain.
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
Item 6
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.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of TransmutationCore Rulebook, page 595.
Item 3+
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.
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.
Item 3
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.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of WaterTreasure Vault, page 135.
Item 7+
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.
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.
Item 7
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.
Secrets of Magic, page 190.
Item 5
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.
Item 1
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.
Item 1+
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.
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.
Item 1
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.
Snare 4
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.
Item 5
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.
Item 12+
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.
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.
Item 12
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.
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.
Secrets of Magic, page 190.
Rune 5+
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.
Rune 5
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: StanchingLOTGB, page 39.
Item 2
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: AstrolabeLOPSG, page 35.
Item 3
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.
The item bonus is +2, the command spell is 1st level, and the DC is 18.
Main Item: BullhookItem 9
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 AmmunitionCore Rulebook, page 559.
Item 0
Price 1 cp (1 week's feed)
Category Animal Caretaking Adventuring Gear
No entries found.
Main Item: FeedLOTG, page 103.
Item 6
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 SilencerOoA2, page 76.
Item 4
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 BulletOoA2, page 76.
Item 11
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 WeaponCore Rulebook, page 599.
Item 5
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.
Core Rulebook, page 573.
Item 12
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.
Core Rulebook, page 574.
Item 10
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.
Treasure Vault, page 116.
Item 8
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 FlyingCore Rulebook, page 563.
Item 6
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.
Core Rulebook, page 574.
Item 4
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 PotionCore Rulebook, page 564.
Item 5
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.
Core Rulebook, page 575.
Item 0
Price 1 cp
Category Animal Caretaking Adventuring Gear
No entries found.
Main Item: TreatsLOTG, page 103.
Item 12
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 ArmorLOTGB, page 96.
Item 8
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 ShieldLOTGB, page 96.
Material 8
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.
LOTGB, page 96.
Item 8
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 ShieldLOTGB, page 96.
Item 12
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 WeaponLOTGB, page 97.
Item 12
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 ArmorCore Rulebook, page 555.
Item 8
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 ShieldCore Rulebook, page 586.
Material 8
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.
Core Rulebook, page 578.
Item 8
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 ShieldCore Rulebook, page 586.
Item 11
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 WeaponCore Rulebook, page 599.
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 ArmorCore Rulebook, page 555.
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 ShieldCore Rulebook, page 586.
Material 7
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.
Core Rulebook, page 578.
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 ShieldCore Rulebook, page 586.
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 WeaponCore Rulebook, page 599.
Item 12
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 ArmorCore Rulebook, page 555.
Item 8
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 ShieldCore Rulebook, page 586.
Material 8
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.
Core Rulebook, page 578.
Item 8
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 ShieldCore Rulebook, page 586.
Item 8
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 ShieldCore Rulebook, page 586.
Material 8
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).
LOTGB, page 97.
Item 12
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 ArmorLOTGB, page 98.
Item 9
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 ShieldLOTGB, page 98.
Item 9
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 ShieldLOTGB, page 98.
Item 12
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 WeaponLOTGB, page 98.
Item 12
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 ArmorCore Rulebook, page 555.
Item 8
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 ShieldCore Rulebook, page 586.
Material 8
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).
Core Rulebook, page 579.
Item 8
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 ShieldCore Rulebook, page 586.
Item 13
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 ChainCore Rulebook, page 555.