Items: S (Part 8 of 10)

60 items, from Standard-Grade Greiken Pelt Armor to Stone Thousand-Pains Fulu.

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

Standard-Grade Greiken Pelt Armor · Standard-Grade Greiken Pelt Object · Standard-Grade Inubrix Armor · Standard-Grade Inubrix Buckler · Standard-Grade Inubrix Object · Standard-Grade Inubrix Shield · Standard-Grade Inubrix Weapon · Standard-Grade Mithral Armor · Standard-Grade Mithral Buckler · Standard-Grade Mithral Object · Standard-Grade Mithral Shield · Standard-Grade Mithral Weapon · Standard-Grade Noqual Armor · Standard-Grade Noqual Object · Standard-Grade Noqual Weapon · standard-grade peachwood object · Standard-Grade Peachwood Weapon · Standard-Grade Siccatite Armor · Standard-Grade Siccatite Buckler · Standard-Grade Siccatite Object · Standard-Grade Siccatite Shield · Standard-Grade Siccatite Weapon · Standard-Grade Silver Armor · Standard-Grade Silver Buckler · Standard-Grade Silver Object · Standard-Grade Silver Shield · Standard-Grade Silver Weapon · Standard-Grade Sovereign Steel Armor · Standard-Grade Sovereign Steel Object · Standard-Grade Sovereign Steel Weapon · Star Grenade · Star of Cynosure · Starfaring Cloak · Stargazer · Staring Skull · Starknife · Starshot Arrow · Starsong Nectar · Static Snare · Stationary Tank · Steam Winch · Steamflight Pack · Stedaekeis Waystone · Steel Shield · Steelheart 21 · Stepping Stone Shot · Stepping Stone Shot · Sterling Artisan's Tools · Stiletto Pen · Stole Of Civility · Stone · Stone Body Mutagen · Stone Body Mutagen · Stone Bullet · Stone Circle · Stone Circle · Stone Fist Elixir · Stone of Unrivaled Skill · Stone Of Weight · Stone Thousand-Pains Fulu

Standard-Grade Greiken Pelt Armor

Item 12

rare 

Price 1,800 gp + 180 gp per Bulk

Usage worn armor; Bulk varies by armor

Category Armor

Greiken pelt armor is immune to fire damage, and its Hardness is doubled against piercing or slashing damage. Wearing armor made from greiken pelt also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal fire damage.

Craft Requirements The initial raw materials must include greiken pelt worth at least 900 gp + 90 gp per Bulk.

Main Item: Greiken Pelt Armor

LOMM, page 35.

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Standard-Grade Greiken Pelt Object

Material 12

rare precious 

Price 1,200 gp per Bulk

Category Material

This supernaturally tough animal skin is gold and shines in sunlight. It can be used to make any item usually made of cloth, leather, or hide. This material is immune to fire, and its Hardness is doubled against piercing or slashing damage. Up to 4 Bulk of greiken pelt can be harvested from a single creature (this is usually more than enough for 4 suits of standard grade armor or 2 suit of high-grade armor).

Greiken Pelt Items
Thin Items
Hardness
HP
BT
Standard-grade
6
24
12
High-grade
8
32
16
Items
Hardness
HP
BT
Standard-grade
9
36
18
High-grade
11
44
22
Main Item: Greiken Pelt

LOMM, page 35.

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Standard-Grade Inubrix Armor

Item 11

rare 

Price 1,200 gp + 120 gp per Bulk

Usage worn armor; Bulk varies by armor

Category Material

Inubrix's malleable nature means armor crafted from it is less rigid than usual, though this slightly increased mobility comes at the cost of protection. Metal armor crafted from inubrix gains the flexible armor trait; its item bonus to AC decreases by 1 but its maximum Dexterity bonus increases by 1.

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

Main Item: Inubrix Armor

LOTGB, page 98.

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Standard-Grade Inubrix Buckler

Item 7

rare 

Price 320 gp

Usage varies by shield; Bulk L

Category Material

Inubrix is much softer than steel, and it's atypical for it to be used to make shields. An item made by an unskilled smith will dent from a single blow and prove worthless on the battlefield. However, its yielding surface can entrap metal weapons. You can use an inubrix shield (or shield boss or shield spikes on an inubrix shield) to Disarm a metal item with the Athletics skill even if you don't have a free hand; doing so uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm a metal item using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.

Craft Requirements inubrix worth at least 40 gp The shield has Hardness 2, HP 8, and BT 4.

Main Item: Inubrix Shield

LOTGB, page 99.

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Standard-Grade Inubrix Object

Material 8

rare precious 

Price 400 gp per Bulk

Category Material

This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor.

Inubrix Items
Hardness
HP
BT
Thin Items
Standard-grade
4
16
8
High-grade
7
28
14
Items
Standard-grade
8
32
16
High-grade
11
44
22
Structures
Standard-grade
17
68
34
High-grade
23
92
46
Main Item: Inubrix

LOTGB, page 98.

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Standard-Grade Inubrix Shield

Item 7

rare 

Price 352 gp

Usage varies by shield; Bulk 1

Category Material

Inubrix is much softer than steel, and it's atypical for it to be used to make shields. An item made by an unskilled smith will dent from a single blow and prove worthless on the battlefield. However, its yielding surface can entrap metal weapons. You can use an inubrix shield (or shield boss or shield spikes on an inubrix shield) to Disarm a metal item with the Athletics skill even if you don't have a free hand; doing so uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm a metal item using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.

Craft Requirements inubrix worth at least 44 gp The shield has Hardness 4, HP 16, and BT 8.

Main Item: Inubrix Shield

LOTGB, page 99.

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Standard-Grade Inubrix Weapon

Item 11

rare 

Price 1,400 gp + 140 gp per Bulk

Usage varies by weapon; Bulk varies by weapon

Category Material

While inubrix weapons don't pack the same punch as more durable weapons, they have the unique ability to bypass some of the protections offered by metal armors and shields.

A weapon crafted from inubrix reduces the weapon's damage die by 1 size. However, they ignore the resistance to damage from metal armor's armor specialization effects and the circumstance bonus to AC from metal shields.

Strikes with inubrix weapons don't trigger the Shield Block reaction from a metal shield. Weapons that normally deal 1d4 damage can't be crafted from inubrix.

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

Main Item: Inubrix Weapon

LOTGB, page 99.

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Standard-Grade Mithral Armor

Item 12

uncommon 

Price 1,600 gp

Usage worn armor; Bulk varies by armor

Category Material

Mithral 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 metal armor, reducing the Strength score necessary to ignore its check penalty by 2 and reducing its Speed penalty by 5 feet.

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

Main Item: Mithral Armor

Core Rulebook, page 556.

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Standard-Grade Mithral Buckler

Item 8

uncommon 

Price 400 gp

Usage varies by shield; Bulk L

Category Shield; Group Shield

Mithral 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). When used for a shield bash, they are treated as silver weapons.

The shield has Hardness 3, HP 12, and BT 6.

Craft Requirements mithral worth at least 50 gp

Main Item: Mithral Shield

Core Rulebook, page 586.

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Standard-Grade Mithral Object

Material 8

uncommon precious 

Price 350 gp per Bulk

Category Material

Mithral is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. It has the same sheen as silver but a slightly lighter hue. Mithral weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of mithral is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced 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 this material is based on the item's normal Bulk, not its reduced Bulk for being made of mithral, but reduce the Bulk before making any further Bulk adjustments for the size of the item.

Mithral 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: Mithral

Core Rulebook, page 579.

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Standard-Grade Mithral Shield

Item 8

uncommon 

Price 440 gp

Usage varies by shield; Bulk L

Category Shield; Group Shield

Mithral 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). When used for a shield bash, they are treated as silver weapons.

The shield has Hardness 5, HP 20, BT 10.

Craft Requirements mithral worth at least 55 gp

Main Item: Mithral Shield

Core Rulebook, page 586.

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Standard-Grade Mithral Weapon

Item 11

uncommon 

Price 1,400 gp + 140 gp per Bulk

Usage varies by weapon; Bulk varies by weapon

Category Material

Mithral weapons are slightly lighter than silver. A mithral weapon is 1 Bulk lighter than normal (or 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 mithral + 17.5 gp per Bulk.

Main Item: Mithral Weapon

Core Rulebook, page 599.

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Standard-Grade Noqual Armor

Item 12

rare 

Price 1,600 gp + 160 gp per Bulk

Usage worn armor; Bulk varies by armor

Category Material

The mere sight of a suit of noqual armor is enough to make some opposing spellcasters withdraw from the battlefield.

While wearing noqual armor, you gain a +1 circumstance bonus to AC against spell attack rolls. If you Cast a Spell while wearing noqual armor, you must succeed at a DC 5 flat check or the spell fails.

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

Main Item: Noqual Armor

LOTGB, page 100.

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Standard-Grade Noqual Object

Material 8

rare precious 

Price 400 gp per Bulk

Category Material

Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Moraestiad-Kul, the Black Sovereign of Vroukria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell).

Noqual 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: Noqual

LOTGB, page 99.

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Standard-Grade Noqual Weapon

Item 12

rare 

Price 1,600 gp + 160 gp per Bulk

Usage varies by weapon; Bulk varies by weapon

Category Material

Noqual weapons are inimical to summoned creatures and spell effects that can be damaged by conventional attacks.

Against such targets, a Strike with a noqual weapon gains a circumstance bonus to damage equal to twice the number of weapon damage dice. In addition, noqual weapons disrupt spellcasters' concentration, causing them to become stupefied 1 for 1 round on a critical hit.

Craft Requirements at least 200 gp of inubrix + 20 gp per Bulk.

Main Item: Noqual Weapon

LOTGB, page 100.

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standard-grade peachwood object

Material 8

uncommon precious 

Price 500 gp per Bulk

Category Material

Peachwood, often cultivated by Grobreiin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it.

Main Item: Peachwood

Book of the Dead, page 20.

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Standard-Grade Peachwood Weapon

Item 12

uncommon 

Price 2,000 gp + 200 gp per Bulk

Usage varies by weapon; Bulk varies by weapon

Category Material

Peachwood weapons have a particularly auburn tinge to them when under direct sunlight.

Peachwood is treated as darkwood for any undead creatures' resistances or weaknesses related to darkwood (allowing a peachwood weapon to bypass a jiang-shi's resistance, for example). In addition, peachwood weapons bypass a small portion of the resistances of any undead creature. Strikes with a peachwood weapon treat an undead's resistances against physical damage as 2 lower for standardgrade peachwood, and 4 lower for high-grade.

Craft Requirements At least 250 gp of peachwood + 25 gp per Bulk

Main Item: Peachwood Weapon

Book of the Dead, page 20.

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Standard-Grade Siccatite Armor

Item 12

rare 

Price 1,600 gp + 160 gp per Bulk

Usage worn armor; Bulk varies by armor

Category Material

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

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

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

Main Item: Siccatite Armor

LOTGB, page 100.

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Standard-Grade Siccatite Buckler

Item 8

rare 

Price 400 gp

Usage varies by shield; Bulk 1

Category Shield; Group Shield

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

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

Craft Requirements siccatite worth at least 50 gp The shield has Hardness 4, HP 16, BT 8. Resistance 10 to the corresponding damage type and 5 to the opposing type.

Main Item: Siccatite Shield

LOTGB, page 101.

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Standard-Grade Siccatite Object

Material 8

rare precious 

Price 350 gp per Bulk

Category Material

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

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

LOTGB, page 100.

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Standard-Grade Siccatite Shield

Item 8

rare 

Price 440 gp

Usage varies by shield; Bulk 2

Category Shield; Group Shield

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

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

Craft Requirements siccatite worth at least 55 gp The shield has Hardness 6, HP 24, BT 12. Resistance 10 to the corresponding damage type and 5 to the opposing type.

Main Item: Siccatite Shield

LOTGB, page 101.

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Standard-Grade Siccatite Weapon

Item 11

rare 

Price 1,400 gp + 140 gp per Bulk

Usage varies by weapon; Bulk varies by weapon

Category Material

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

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

Main Item: Siccatite Weapon

LOTGB, page 101.

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Standard-Grade Silver Armor

Item 11

Price 1,200 gp + 120 gp per Bulk

Usage worn armor; Bulk varies by armor

Category Material

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

Craft Requirements The initial raw materials must include silver worth at least 150 gp + 15 gp per Bulk.

Main Item: Silver Armor

Core Rulebook, page 556.

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Standard-Grade Silver Buckler

Item 7

Price 300 gp

Usage varies by shield; Bulk L

Category Material

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

Craft Requirements silver worth at least 375 sp The shield has Hardness 3, HP 12, BT 6.

Main Item: Silver Shield

Core Rulebook, page 587.

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Standard-Grade Silver Object

Material 7

precious 

Price 250 gp per Bulk

Category Material

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

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

Core Rulebook, page 579.

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Standard-Grade Silver Shield

Item 7

Price 340 gp

Usage varies by shield; Bulk 1

Category Material

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

Craft Requirements silver worth at least 425 sp The shield has Hardness 5, HP 20, and BT 10.

Main Item: Silver Shield

Core Rulebook, page 587.

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Standard-Grade Silver Weapon

Item 10

Price 880 gp

Usage varies by weapon; Bulk varies by weapon

Category Material

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

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

Main Item: Silver Weapon

Core Rulebook, page 599.

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Standard-Grade Sovereign Steel Armor

Item 13

rare 

Price 2,400 gp + 240 gp per Bulk

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.

Craft Requirements at least 150 gp of cold iron + 15 gp per Bulk plus at least 150 gp of noqual + 15 gp per Bulk.

Main Item: Sovereign Steel Armor

LOL, page 77.

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Standard-Grade Sovereign Steel Object

Material 9

rare precious 

Price 500 gp per Bulk

Category Material

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

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

LOL, page 77.

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Standard-Grade Sovereign Steel Weapon

Item 12

rare 

Price 1,600 gp + 160 gp per Bulk

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.

Craft Requirements at least 100 gp of cold iron + 10 gp per Bulk plus at least 100 gp of noqual + 10 gp per Bulk.

Main Item: Sovereign Steel Weapon

LOL, page 77.

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Star Grenade

Item 1+

uncommon alchemical bomb consumable fire splash 

Usage held in 1 hand; Bulk L

Activate [>] These unusual gunpowder bombs, typically marked with a

Category Bomb

symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross whenever they Strike a target.

When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). Any effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades.

Type lesser; Level 1; Price 3 gp

The bomb deals 1d8 fire damage and 1 splash damage.

Type moderate; Level 3; Price 10 gp

You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage and 2 splash damage.

Type greater; Level 11; Price 250 gp

You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage and 3 splash damage.

Type major; Level 17; Price 2,500 gp

You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage and 4 splash damage.

OoA3, page 75.

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Star of Cynosure

Item 10

uncommon abjuration consumable magical talisman 

Price 175 gp

Usage affix to armor; Bulk —

Activate [F] envision; Trigger You attempt a Will save against a mental enchantment spell, but you haven't rolled yet; Requirements You have master proficiency in Will saves.

Category Talisman

Found throughout Falavririak, these star-shaped talismans of whalebone scrimshaw are carved by Kiadok from the Crown of the World. They are popular with adherents to the cult of Vaevad, who believe the talismans protect their dreams. When you activate this talisman, you gain a +2 status bonus to saves against enchantment magic with the mental trait for 1 minute. On the triggering save, if the outcome of the roll is a failure, you get a success instead, or if the outcome is a critical failure, you get a failure instead.

Gatewalkers #3: Dreamers of the Nameless Spires, page 77.

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Starfaring Cloak

Item 24

rare artifact conjuration divine invested light 

Usage worn; Bulk L

Category Artifact

The swirling folds of a starfaring cloak appear to contain the night sky, with the stars rotating hypnotically through its firmament shedding dim light to a range of 10 feet. While wearing the cloak, you gain a +10-foot item bonus to your Speed and a fly Speed equal to your Speed. You can survive comfortably without breathing, in the void of space, and in severe or extreme cold or heat. Also, you gain sustenance from starlight and sunlight, so if you're outdoors for an hour or more per day, you don't need to eat or drink. While wearing the cloak, you can navigate perfectly and unerringly by looking up at the sky.

Activate [R] envision; Frequency once per day; Trigger You make an attack roll, skill check, or saving throw; Effect Reroll the triggering roll and take the higher result. This is a fortune effect.
Activate [>>] command, Interact; Frequency once per day; Effect The cloak casts sleep at 4th level (DC 42).
Activate [>>>] envision; Frequency once per week; Effect The cloak casts teleport at 10th level. If you name no destination, it teleports you to a random planet in a random location that's safe for you.

Destruction If the wearer of a starfaring cloak is bound by imprisonment for a century and a day, the cloak dissolves into light. This time is reduced to a year and a day if the wearer is placed in eternal slumber by imprisonment and subjected to the nightmare spell once per day.

Treasure Vault, page 180.

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Stargazer

Item 14

uncommon divination invested magical scrying 

Price 6,500 gp

Usage held in 1 hand; Bulk L

Category Held

When you invest this clear quartz crystal ball, it orbits your head like an aeon stone. As long as you have the stargazer invested, you can use an Interact action to direct it to orbit one of your hands where you can telekinetically smash the orb into foes, wielding it as a +2 greater striking returning club.

While you're directing the stargazer, your hand is full, and you can send it back to your head with another Interact action.

On a critical hit, the stargazer pulses with hypnotic starlight, dazzling the struck creature for 1 round. A stargazer doesn't add critical specialization effects.

Treasure Vault, page 35.

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Staring Skull

Item 8

abjuration invested magical tattoo 

Price 550 gp

Usage tattooed on the body; Bulk —

Category Tattoo

This tattoo usually depicts a humanoid skull with staring eyes in its sockets, but any creature with two eyes and a skull is possible, such as a wolf, phoenix, or psychopomp. When your dying condition increases to a value that would kill you, this tattoo reduces your dying value to 1 fewer than would kill you. If a death effect would kill you—provided the effect is from a creature of 8th level or lower or a spell of 4th level or lower—this tattoo activates and keeps you alive instead. You can benefit from this ability only once per day. Each time the tattoo prevents you from dying, one of its eyes disappears, the image now featuring either an empty socket or an eyepatch or other covering. After both eyes vanish, the tattoo becomes non-magical and no longer protects you. If you receive a new staring skull tattoo, any other you have loses its staring eyes and becomes non-magical.

Treasure Vault, page 122.

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Starknife

Item

agile deadly d6 finesse thrown 20 ft. versatile s 

Price 2 gp

Bulk L

Damage 1d4 piercing

Hands 1

Category Martial Melee Weapon; Group Knife

From a central metal ring, four tapering metal blades extend like points on a compass rose. When gripping a starknife from the center, the wielder can use it as a melee weapon. It can also be thrown short distances.

Core Rulebook, page 281.

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Starshot Arrow

Item 7+

rare conjuration consumable magical 

Ammunition arrow

Activate [>] Interact

Category Consumable

The metal of these arrows is said to have come from a star that ventured too close to Falavririak and was shot down by a moonlit archer. When you activate and shoot a starshot arrow, you take no range penalties against any target that you can personally detect. There must be a line of effect between you and the target.

Type lesser; Level 7; Price 55 gp

The target must be within the maximum range of your weapon.

Type greater; Level 14; Price 800 gp

You can fire at any creature you can detect, regardless of range. The arrow travels instantly, hitting your target as soon as you fire the arrow. This is a teleportation effect.

LOL, page 48.

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Starsong Nectar

Item 20

rare consumable divination fortune magical potion 

Price 14,000 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

A liquid with the appearance of an expressive night sky and a taste that's sheer pleasure, starsong nectar grants you cheerful confidence and incredible luck for 10 minutes after you drink it. However, if you show too much caution at any point during this time (GM's discretion), you must succeed at a DC 6 flat check or the potion's effects end. While the potion lasts, you gain a +3 status bonus to attack rolls, initiative rolls, Perception checks, saving throws, and skill checks, and you aren't flat-footed against undetected creatures or when flanked. You are temporarily immune to this potion for 24 hours once its effects end. While the potion lasts, though, if you take a moment to imagine the future, you choose the best courses of action. This aspect of the potion grants you the following activation.

Activate [>] envision; Frequency once per round; Effect Until the start of your next turn, roll two d20s for any attack rolls, Perception checks, saving throws, and skill checks you make and take the higher result.

Treasure Vault, page 91.

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Static Snare

Snare 2

uncommon consumable electricity mechanical snare trap 

Price 6 gp

Category Snare

You hide insulating crystals or other material that releases a strong static charge when the first creature enters the snare's square. That creature must attempt a DC 18 Reflex saving throw.

Success The target is unaffected.Failure The target takes 1 persistent electricity damage and takes a –1 circumstance penalty to saving throws against electricity effects for as long as the persistent electricity damage lasts.Critical Failure As failure, and the target attracts nearby dirt and dust. If the target is or becomes invisible, it's merely hidden to creatures that have sight as a precise sense. This effect lasts as long as the persistent electricity damage does. "I've bit off more than I can chew? Oh no, the bite's not just for me—meals are meant to be shared!" The Mask and Moon is one of the most notable restaurants in Shoumeistai; its proprietor is equally famous. The main dining area is beneath a soaring, open-sided oak timber frame roofed with glazed clay tiles in white, red, blue, and gold. Two spiraling posts evoking the Braithufalund flank the wide entrance. At the apex of the entryway hangs a full moon shield inlaid with a simplified Spire mask emblem.

LOTGB, page 43.

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Stationary Tank

Item 0

Price 1 gp

Category Animal Caretaking Adventuring Gear

No entries found.

Main Item: Tank

LOTG, page 103.

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Steam Winch

Item 8

rare steam 

Price 425 gp

Usage operated with two hands; Bulk 2

Category Adventuring Gear

This hefty winch is powered by a small steam engine and includes a 100 ft. length of steel cable, which enables you to haul a heavier load than you could with a hand cranked winch or comealong. A steam winch allows you to slowly pull a heavy load (usually up to 50 Bulk) along a flat surface or up and down a vertical expanse.

Attaching a steam winch to a device takes three Interact actions, while starting the winch (and getting it warm enough to operate) takes 10 minutes. Once in operation, a steam winch requires regular maintenance to function.

Every twenty minutes, the boiler must be refilled and heat levels maintained.

Guns & Gears, page 89.

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Steamflight Pack

Item 15

rare clockwork steam 

Price 6,000 gp

Usage worn backpack; Bulk 2

Category Worn Item

The steamflight pack allows its user to fly without using magic or wings. Each steamflight pack looks like a large brass backpack with two large nozzles mounted on the sides pointing downward. It also features metal arms reaching around the front that terminate in handles with activation buttons on them. When the user holds down an activation button, a complex series of mechanisms pumps water from the large tank in the backpack and releases it through the nozzles as powerful jets of steam, enabling the user to fly short distances. Tilting the handle adjusts the nozzles' angles, allowing the user to control the direction of their flight.

When active, the steamflight pack gives the user a fly Speed of 20 feet. It carries enough water for 20 minutes of operation and can be refilled in five minutes with a supply of normal water and a funnel.

Activate [>>] Interact; Effect You turn the steamflight pack on or off.

Guns & Gears, page 89.

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Stedaekeis Waystone

Item 21

rare artifact conjuration magical teleportation 

Usage Worn

Category Artifact

This enormous stone glows with a pale light and emits a quiet hum. Each Stedaekeis waystone is part of a paired link. The paired stones correspond in the color of the light they emit, as well as the specific tone at which they hum.

Activate 1 minute (envision, Interact); Frequency once per day; Effect You place your hand on the stone and focus on the stone's light. The stone's glow envelopes all creatures in a 10-foot radius with its light and attempts to teleport the creatures to its paired stone. If there is no open space within 30 feet of the target waystone, the teleportation attempt fails. A creature can resist the teleportation with a successful DC 45 Will save.

LOME, page 207.

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Steel Shield

Item

Price 2 gp

Bulk 1

AC Bonus +2; Hardness 5; HP 20; BT 10

Speed Penalty —

Category Shield; Group Shield

Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.

Core Rulebook, page 277.

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Steelheart 21

Item 13

rare large 

Price 6,000 gp; Ammunition artillery shell (80 gp, 4 Bulk)

Usage mounted (black powder); Space 5 feet high, 9 feet long, 7 feet wide

Crew 4 to 6

AC 29; Fort +23, Ref +16

Hardness 18, HP 150 (BT 75); Immunities object immunities

Speed 20 feet (pulled or pushed)

Named for Brondar Steelheart, one of the most important historical dwarven pioneers in the use of black powder, this remarkable piece of new Falograe artillery uses metallurgy and alchemy to negate nearly all of the immense amount of recoil a shot from a siege weapon usually produces. The barrel of the Steelheart 21 is suspended in a mix of alchemical fluids that first compress to dampen the recoil when fired, then expand to push the barrel back into place afterwards. The result reduces the amount of time needed to reset the aim of the siege weapon. The crew member who launches the Steelheart 21 can use the Quick Aim reaction (below), allowing them to adjust the weapon's aim on the fly as they fire to adapt to a faulty initial target, changing battlefield conditions, the use of illusions by the enemy, or any of a variety of other factors that lead to the need to alter the siege weapon's course.

Quick Aim [R] Trigger You Launch this siege weapon, after determining the effects of the Launch action.; Effect You Aim this siege weapon, moving the aim up to 10 feet instead of its normal distance.
Aim [>>] 100 feet, minimum distance 150 feet
Load [>>] (manipulate) 3 times, requires a successful DC 20 Athletics check
Launch [>] (manipulate, range increment 500 feet) 8d12 bludgeoning, 20-foot burst, DC 30 Reflex

Guns & Gears, page 175.

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Stepping Stone Shot

Item 7+

uncommon consumable magical transmutation 

Ammunition round

Activate [>] envision, Interact

Category Consumable

A series of small stone discs pressed into a single round make up this ammunition. When you fire an activated stepping stone shot, whether you hit or miss your target, the shot creates a series of supports in a line that creatures can walk on as if solid ground. The line can ascend or descend at a 45-degree angle. The discs support any amount of weight, but don't otherwise pose any sort of obstacle; creatures and attacks can move through them if they wish. They crumble to dust if anything attempts to move or otherwise manipulate them. A creature can use a two-action activity, which has the manipulate trait, to Stride up to its speed on the stones while causing them to crumble behind it. This ammunition does not work in firearms with the scatter trait. The maximum length of the line depends on the type of ammunition. However, the line also can't extend beyond the maximum distance for a Strike from your firearm (usually six times the firearm's range increment).

Type stepping stone shot; Level 7; Price 65 gp

The stones reach up to 100 feet, and they last up to the end of your next turn if no one collapses them.

Type greater stepping stone shot; Level 10; Price 185 gp

The stones reach up to 250 feet, and they last up to 1 minute if no one collapses them.

Guns & Gears, page 171.

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Stepping Stone Shot

Item 7

uncommon consumable magical transmutation 

Price 65 gp

Ammunition round

Activate [>] envision, Interact

Category Consumable

A series of small stone discs pressed into a single round make up this ammunition. When you fire an activated stepping stone shot, whether you hit or miss your target, the shot creates a series of supports in a line that creatures can walk on as if solid ground. The line can ascend or descend at a 45-degree angle. The discs support any amount of weight, but don't otherwise pose any sort of obstacle; creatures and attacks can move through them if they wish. They crumble to dust if anything attempts to move or otherwise manipulate them. A creature can use a two-action activity, which has the manipulate trait, to Stride up to its speed on the stones while causing them to crumble behind it. This ammunition does not work in firearms with the scatter trait. The maximum length of the line depends on the type of ammunition. However, the line also can't extend beyond the maximum distance for a Strike from your firearm (usually six times the firearm's range increment).

The stones reach up to 100 feet, and they last up to the end of your next turn if no one collapses them.

Main Item: Stepping Stone Shot

Guns & Gears, page 171.

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Sterling Artisan's Tools

Item 3

Price 50 gp

Bulk 2

Hands 1 or 2*

Category Adventuring Gear

You need these tools to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools. If you wear your artisan's tools, you can draw and replace them as part of the action that uses them.

*You can use the set of tools with one hand if you are wearing it.

Sterling artisan's tools give you a +1 item bonus to the check.

Main Item: Artisan's Tools

Core Rulebook, page 288.

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Stiletto Pen

Item 1

uncommon agile concealable finesse thrown 10 feet 

Price 8 gp

Bulk L

Damage 1d4 piercing

Hands 1

Category Martial Melee Weapon; Group Dart

This weapon is a fully functional, lavish ink pen with a clip that can be attached to a pocket or bandoleer and easily retrieved as a free action. Using an action to Interact with the pen allows its wielder to disengage a stiletto blade that slides free of the upper body or reattach the previously removed blade.

LOPSG, page 81.

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Stole Of Civility

Item 9

uncommon enchantment invested magical 

Price 700 gp

Usage worn cloak; Bulk L

Category Worn Item

Woven from swaths of rich brocade silk and embroidered with ancient Driraithod script in golden thread, this stole imparts a noble appearance to even the homeliest of individuals when draped over the shoulders. While wearing a stole of civility, you receive a +2 item bonus to Diplomacy checks to Make an Impression with humans or Make a Request of humans, and a +2 item bonus to Intimidation checks against humans. The stole also grants you full understanding of the Driraithod language.

Activate [>] envision; Frequency once per day; Effect You gain 10 temporary Hit Points, which last for 10 minutes.

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

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Stone

Material 0+

Category Material

Stone was one of the earliest materials used to create tools, and crafters can still fashion it into a variety of implements, weapons, and even armor. Simple stone objects are made from common materials such as flint or basalt, while exquisite stone objects might be made from crystal, obsidian, or semi-precious gems. Particularly notable stone armors or weapons might even be crafted entirely from a giant emerald, ruby, or sapphire, though they can still use the base statistics presented below. Stone can replace the striking surface of any melee weapon as long as it has no complex moving parts, and ammunition can be crafted with it. Stone can replace metal components in chain and composite armor; only plate armor that specifically describes itself as being made from stone can be crafted from this material.

Hardness
HP
BT
Thin Items
4
16
8
Items
7
24
12
Structures
14
48
24

Type low-grade stone object; Level 0; Price 1 sp per Bulk

Treasure Vault, page 169.

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Stone Body Mutagen

Item 5+

uncommon alchemical consumable elixir mutagen polymorph 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This mutagen calcifies your body making it as hard as stone.

Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount.

Drawback Your Speeds are reduced by 10 feet (minimum 5 feet) and you take a –2 penalty to Reflex saves.

Type lesser; Level 5; Price 22 gp

You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes.

Type moderate; Level 12; Price 300 gp

You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour.

Type greater; Level 15; Price 920 gp

You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.

The Fall of Plaguestone, page 56.

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Stone Body Mutagen

Item 5+

alchemical consumable elixir mutagen polymorph 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

This mutagen calcifies your body, making it as hard as stone. Benefit You gain resistance to physical damage (except bludgeoning) equal to the listed amount.

Drawback Your Speeds are reduced by 10 feet (to a minimum of 5 feet) and you take a –2 penalty to Reflex saves.

Type lesser; Level 5; Price 22 gp

You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes.

Type moderate; Level 12; Price 300 gp

You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour.

Type greater; Level 15; Price 920 gp

You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.

Treasure Vault, page 61.

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Stone Bullet

Item 15

consumable magical transmutation 

Price 1,300 gp

Ammunition sling bullets

Activate [>] Interact

Category Ammunition

This sling bullet looks like a petrified serpent's eye. A creature hit by an activated stone bullet is subject to the effects of a 6th-level flesh to stone spell (DC 34).

Craft Requirements Supply one casting of flesh to stone.

Core Rulebook, page 560.

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Stone Circle

Item 10+

uncommon conjuration magical structure 

Usage held in one hand; Bulk — (when not activated)

Category Structure

A stone circle appears to be a thumb-sized rectangular gray stone until activated.

Activate (1 minute) (envision, Interact); Frequency once per week; Effect When the circle is stood on the ground and activated, the stone grows into a massive stone pillar 13 feet high, 7 feet across, and weighing 25 tons. Identical pillars rise up from the ground marking a circle 100 feet across, with capstones connecting the pillars. There must be enough space to deploy the circle or it won't activate. During the activation, you align the stone circle to face a single astronomical feature, such as the sun, the moon, or a constellation. You can revert the stone circle back to its original state by using an Interact action to push over the original stone pillar. Once you do, the rest of the stone circle collapses in a dramatic fashion, the stones falling, cracking, and disintegrating into dust. If you don't begin a ritual inside of the stone circle within 1 day of its activation, it reverts back to its original state.

When you cast a ritual of 5th level or lower within the stone circle, the first failure on a secondary check is improved by one degree of success (a critical failure becomes a failure and a failure becomes a success). Once you complete a ritual within the stone circle, regardless of the result, the stones collapse and it reverts back to its original form.

Type stone circle; Level 10; Price 1,000 gp

Type greater stone circle; Level 19; Price 32,000 gp

The circle can be activated once per day. It provides its benefit when casting a ritual of any level, and it improves the secondary check with the worst degree of success by one degree of success, even if that secondary check succeeded.

LOTGB, page 39.

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Stone Circle

Item 10

uncommon conjuration magical structure 

Price 1,000 gp

Usage held in one hand; Bulk — (when not activated)

Category Structure

A stone circle appears to be a thumb-sized rectangular gray stone until activated.

Activate (1 minute) (envision, Interact); Frequency once per week; Effect When the circle is stood on the ground and activated, the stone grows into a massive stone pillar 13 feet high, 7 feet across, and weighing 25 tons. Identical pillars rise up from the ground marking a circle 100 feet across, with capstones connecting the pillars. There must be enough space to deploy the circle or it won't activate. During the activation, you align the stone circle to face a single astronomical feature, such as the sun, the moon, or a constellation. You can revert the stone circle back to its original state by using an Interact action to push over the original stone pillar. Once you do, the rest of the stone circle collapses in a dramatic fashion, the stones falling, cracking, and disintegrating into dust. If you don't begin a ritual inside of the stone circle within 1 day of its activation, it reverts back to its original state.

When you cast a ritual of 5th level or lower within the stone circle, the first failure on a secondary check is improved by one degree of success (a critical failure becomes a failure and a failure becomes a success). Once you complete a ritual within the stone circle, regardless of the result, the stones collapse and it reverts back to its original form.

Main Item: Stone Circle

LOTGB, page 39.

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Stone Fist Elixir

Item 4

alchemical consumable elixir morph 

Price 13 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Your fists become hard as stone. For 1 hour, your fists deal 1d6 bludgeoning damage and lose the nonlethal trait.

Core Rulebook, page 550.

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Stone of Unrivaled Skill

Item 17

rare contract invested magical 

Category Contract

You traded your senses to a hag for unrivaled expertise stolen from various souls who were once the greatest in their field.

Your bargained contract is sealed by sleeping with a pitch-black stone under your pillow every night. Choose one skill when you seal this bargained contract. You become an expert in that skill; if you were already an expert, you become a master, and if you were already a master, you become legendary. Once per day, from any distance, the hag that holds your contract can take over your senses for 10 minutes, during which time the hag hears, sees, smells, tastes, and feels everything you would typically experience. During this time, you are dazzled by your own disjointed senses.

Activate [>>] command; Frequency once per day; Effect You place the stone sealing your bargained contract in your mouth. For the next 10 minutes, you gain a +3 status bonus to skill checks using the skill you chose for your contract.

Dark Archive, page 165.

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Stone Of Weight

Item 2

rare conjuration cursed magical 

Usage held in 1 hand; Bulk L

Category Held

Also known as a loadstone, this small stone appears nonmagical and has a lovely sheen, giving the impression that it could be a valuable or a notable item or a magic stone of some kind. When you've carried the stone on your person for 1 minute, its curse activates: the stone's size does not change, but it suddenly increases in weight to 5 Bulk. This additional weight does not cause the stone to deal more damage if thrown or used as a weapon. It reappears in your possessions within 1 minute if you discard it, and can't be destroyed or thrown away permanently, or even placed in a container that would reduce or negate its Bulk (like a bag of holding), until it is subject to a remove curse spell or similar magic effect.

Once the curse has activated for the first time, the stone fuses to you.

Gamemastery Guide, page 92.

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Stone Thousand-Pains Fulu

Item 5

uncommon consumable fulu magical necromancy 

Price 30 gp

Usage affixed to a creature; Bulk —

Duration 1 minute

Category Consumable

Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a basic Fortitude save against damage determined by the fulu's type.

Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu's duration.

This fulu's yellow parchment feels dusty and stiff. The DC is 19, and the fulu deals 3d6 bludgeoning damage as muscles swell to crush joints and bones. On a failure or critical failure, if the target takes electricity damage, it takes 1d6 persistent bludgeoning damage as well.

Main Item: Thousand-Pains Fulu

Treasure Vault, page 79.

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