Items: S (Part 9 of 10)

60 items, from Stoneraiser Javelin to Swarmeater's Clasp.

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

Stoneraiser Javelin · Stoneskin Bravery Baldric · Stonethroat Ammunition · Storage · Storm Arrow · Storm Chair · Storm Flash · Storm Flash · Storm Hammer · Stormbreaker Fulu · Stormbreaker Fulu · Stormfeather · Storyteller's Opus · Stoukhekous' Grace · Stoukhekous's Grace · Stouseisu's Recourse · Stouseisu's Recourse · Striking · Striking · Striking Snare · Studded Leather · Stumbling Fulu · Stunning Snare · Stupor Poison · Stupor Poison · Sturdy Satchel · Sturdy Shield · Subterfuge Suit · Sukgung · Sulfur Bomb · Summoning Handscroll · Sun Dazzler · Sun Orchid Elixir · Sun Orchid Poultice · Sun Shot · Sun Sight · Sun Sling · Sun Wheel · Sunflower Censer · Sunken Pistol · Sunrod · Superb Camouflage Suit · Superb Repair Kit · Superior Handcuffs · Superior Lock · Superior Manacles · Support · Supreme Sturdy Shield · Sure-Step Crampons · Sure-Step Potion · Surprise Doll · Survey Map · Survey Map · Survey Map Atlas · Swallow-Spike · swallow-spike · Swamp Lily Quilt · Swan Boat Feather Token · Swarmeater's Clasp · Swarmeater's Clasp

Stoneraiser Javelin

Item 11

uncommon conjuration earth magical 

Price 1,200 gp

Usage held in 1 hand; Bulk L

Category Held

This stone-headed +2 striking returning javelin draws forth the power of the earth itself to strike at enemies.

Activate [>] Interact; Frequency once per day; Effect You hurl the stoneraiser javelin at an unoccupied space within 30 feet. The javelin's power flows into the ground, which erupts in a 5-foot-radius burst of razor-sharp stalagmites.

The stalagmites are 10 feet tall. Everything on each side of the stalagmites has cover from creatures on the opposite side, and the stalagmites' spaces are difficult terrain.

A creature takes 4d4 piercing damage for every move action it takes that enters at least one of the affected spaces. Each 5-foot-by-5-foot section has AC 10, Hardness 14, and 30 Hit Points. It's immune to critical hits and precision damage. A destroyed section can be moved through freely.

The stalagmites crumble to dust after 1 minute.

Any creature in the area when the stalagmites appear is pushed to the nearest unoccupied space of its choice; this movement is forced movement. Pushed creatures must attempt a DC 28 Reflex saving throw or take 4d4 piercing damage.

Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage.Critical Failure The creature takes double damage and is knocked prone.

Extinction Curse #4: Siege of the Dinosaurs, page 76.

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Stoneskin Bravery Baldric

Item 11

invested magical 

Price 1,400 gp

Usage worn; Bulk L

Category Worn Item

A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time.

Activate [>>] command, envision; Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type.

The baldric is dark gray when charged, and it grants you the effects of stoneskin. This baldric has the abjuration trait.

Main Item: Bravery Baldric

Treasure Vault, page 145.

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Stonethroat Ammunition

Item 12

uncommon consumable magical transmutation 

Price 325 gp

Ammunition arrow, bolt

Activate [>] Interact

Category Consumable

Each piece of stonethroat ammunition is tipped with an unusual yellow stone. When an activated piece of stonethroat ammunition hits a target, the target must attempt a DC 30 Fortitude save.

Critical Success The creature is unaffected.Success The ammunition lodges itself loosely into the target's throat. For 1 round, the target takes a –2 status penalty to attack rolls with its jaws or fangs, and to Athletics checks.Failure The ammunition embeds itself deep in the target's throat. The target can't use its jaws or fangs Strike (if it has one) or the Swallow Whole ability until the end of its next turn.Critical Failure As failure, and the target is enfeebled 2 for 1 round.

LOTGB, page 11.

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Storage

Item 0

adjustment 

Price 1 gp

Usage applied to armor or unarmored defense clothing; Bulk L

Category Adjustment

The storage adjustment fits the armor or clothing with belts, buckles, pouches, and loops for holding and storing tools. Countless fasteners make the armor as jangly as chain mail.

While wearing armor with this adjustment, you can wear up to 3 Bulk of tools instead of the usual 2. However, the armor acquires the noisy trait. If it already has the noisy trait, increase its penalty to Stealth checks by 1.

Treasure Vault, page 11.

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Storm Arrow

Item 9

air consumable electricity evocation magical 

Price 130 gp

Ammunition arrow

Activate [>] Interact

Category Ammunition

The head of this arrow is made from gleaming copper.

When an activated storm arrow hits a target, it is buffeted by raging winds and struck by a bolt of lightning that deals 3d12 electricity damage and the target must attempt a DC 25 Reflex saving throw. If this arrow is shot from a weapon with a shock property rune, the save DC increases to 27, though the attack doesn't benefit from the shock property rune itself.

Critical Success The foe is unaffected.Success The foe takes half damage and isn't affected by the wind.Failure The foe takes full damage and is buffeted by winds for 1 round, taking a –2 circumstance penalty to ranged attack rolls and a –10-foot circumstance penalty to its fly Speed.Critical Failure As failure, but the foe takes double damage.

Core Rulebook, page 560.

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Storm Chair

Item 14

rare electricity magical 

Price 4,400 gp

Bulk 3

Category Wheelchair Assistive Item

This traveler's chair uses magic and Voltaic technology, storing up power in its Voltaic coils to arc lightning through your foes and grant brief spurts of flight.

Activate [>>] Interact (electricity, evocation, magical); Frequency once per hour; Effect You create a ball of electricity around the chair, surrounding it in a damaging aura of electricity and using electromagnetism to briefly levitate. For 1 minute, you gain a fly Speed equal to your Speed and adjacent creatures that hit you with a melee attack, as well as creatures that touch or hit you with an unarmed attack, take 2d6 electricity damage each time. As normal, this applies to creatures who choose to touch you, not when you touch or attack another creature.
Activate [>>] Interact (electricity, evocation, magical); Frequency once per day; Effect You release the majority of the stored up energy from your storm chair, devastating foes in a chain of electricity. This has the effects of chain lightning with a DC of 31.

Guns & Gears, page 91.

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Storm Flash

Item 14+

electricity evocation magical 

Usage held in 1 hand; Bulk 1

Category Weapon

This +2 greater striking shock rapier has a golden blade, and miniature electric arcs flash across its guard while it's wielded. When out of its sheath under an open sky, the blade causes storm clouds to gather slowly above.

Activate [>>] command, envision; Frequency once per day; Effect You cast a 6th-level lightning bolt (DC 33).
Activate [R] command; Frequency once per 10 minutes; Trigger An electricity effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area; Effect You try to divert the electricity off course, to be absorbed by storm flash. Choose one eligible creature to protect and roll a melee attack roll against the DC of the electricity effect. If you succeed, the chosen creature takes no electricity damage from the triggering effect.

Type storm flash; Level 14; Price 4,000 gp

Type greater storm flash; Level 18; Price 21,000 gp

This is a +3 greater striking greater shock rapier. When activating the sword to cast lightning bolt, the spell is 8th level (DC 38).

Core Rulebook, page 602.

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Storm Flash

Item 14

electricity evocation magical 

Price 4,000 gp

Usage held in 1 hand; Bulk 1

Category Weapon

This +2 greater striking shock rapier has a golden blade, and miniature electric arcs flash across its guard while it's wielded. When out of its sheath under an open sky, the blade causes storm clouds to gather slowly above.

Activate [>>] command, envision; Frequency once per day; Effect You cast a 6th-level lightning bolt (DC 33).
Activate [R] command; Frequency once per 10 minutes; Trigger An electricity effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area; Effect You try to divert the electricity off course, to be absorbed by storm flash. Choose one eligible creature to protect and roll a melee attack roll against the DC of the electricity effect. If you succeed, the chosen creature takes no electricity damage from the triggering effect.
Main Item: Storm Flash

Core Rulebook, page 602.

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Storm Hammer

Item 3

electricity evocation magical 

Price 60 gp

Category Weapon

Sparks of crackling electricity arc from this +1 magic warhammer, and the head thrums with distant thunder. Any hit with this hammer deals 1 extra electricity damage. You can use a special action while holding the hammer to transform the sparks into lightning bolts.

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

Beginner Box, page 51.

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Stormbreaker Fulu

Item 16

uncommon abjuration consumable fulu magical 

Price 1,900 gp

Usage affixed to armor

Activate [F] command; Trigger You would be forced to move, you would be teleported, or you would take cold, electricity, or sonic damage.

Category Consumable

This paper tag is inscribed with magical symbols. When you activate the fulu, it vanishes in a wisp of cloud and you gain resistance 15 to cold, electricity, and sonic damage until the end of your next turn. For that duration, you ignore difficult terrain from wind and weather and you can't be forcibly moved or teleported unless the effect counteracts the fulu (DC 40). These protections apply against the triggering effect.

Fists of the Ruby Phoenix #2: Ready? Fight!, page 75.

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Stormbreaker Fulu

Item 16

uncommon abjuration consumable fulu magical talisman 

Price 1,900 gp

Usage affixed to armor

Activate [F] command; Trigger You would be forced to move, you would be teleported, or you would take cold, electricity, or sonic damage.

Category Consumable

This unassuming paper tag is inscribed with magical symbols. When you activate the fulu, it vanishes in a wisp of cloud, and you gain resistance 15 to cold, electricity, and sonic damage until the end of your next turn. For that duration, you ignore difficult terrain from wind and weather, and you can't be forcibly moved or teleported unless the effect counteracts the fulu (DC 40). These protections apply against the triggering effect.

Secrets of Magic, page 161.

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Stormfeather

Item 8

consumable magical talisman transmutation 

Price 100 gp

Usage affixed to armor

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

Category Talisman

Even while affixed, this electric blue feather sways lightly in the air, as if always accompanied by a breeze.

When activated, the talisman casts fly on you, though the duration is 1 minute. You can Dismiss this activation.

If you do, you're affected by feather fall.

Secrets of Magic, page 176.

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Storyteller's Opus

Item 6

grimoire illusion magical 

Price 230 gp

Bulk L

Category Grimoire

This green spellbook with gold trim contains a cautionary story about a boy who was eaten by a wolf after he previously lied about wolf attacks.

When opened, the engravings on the front seem to move in a loop, enacting this story.

Activate [R] envision; Frequency once per day; Trigger A creature succeeds, but doesn't critically succeed, at a Perception check to disbelieve an illusion spell you prepared from this grimoire; Effect You quickly tell a fib to try to smooth over the inconsistencies in your illusion. Attempt a Deception check against the triggering creature's Perception DC. If you succeed, the creature doesn't disbelieve the illusion.

Secrets of Magic, page 163.

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Stoukhekous' Grace

Item 14

uncommon divination invested magical 

Price 4,000 gp

Usage worn; Bulk –

Category Worn Item

Granted by Vokhiago's Stoukhekous to influential merchants, exceptional Zephyr Guards, and favorite retainers, these blue crystal–studded platinum rings sharpen their wearers' urban instincts. You gain a +3 item bonus to Mercantile Lore checks while wearing the ring, and you can attempt checks that require a proficiency rank of master in Society. While invested, the ring grants a +2 item bonus to saving throws while you are in an urban setting, and this increases to a +3 item bonus if you have legendary proficiency in Guild Lore, Vokhiago Lore, Mercantile Lore, or Society.

Age of Ashes #5: Against the Scarlet Triad, page 77.

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Stoukhekous's Grace

Item 14

uncommon divination invested magical 

Price 4,000 gp

Usage worn; Bulk —

Category Worn Item

Granted by Vokhiago's Stoukhekous to influential merchants, exceptional Zephyr Guards, and favorite retainers, a stoukhekous's grace is a crystal-studded blue platinum ring that sharpens the wearer's urban instincts. While invested, the ring grants a +2 item bonus to saving throws while you are in an urban setting, and this increases to a +3 item bonus if you have legendary proficiency in Guild Lore, Vokhiago Lore, Mercantile Lore, or Society. You also gain a +3 item bonus to Mercantile Lore checks while wearing the ring, and you can attempt checks that require a proficiency rank of master in Society.

Treasure Vault, page 153.

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Stouseisu's Recourse

Item 5+

magical transmutation 

Usage held in 1 hand; Bulk 1

Category Held

This standard-grade darkwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus to Sailing Lore and to Athletics checks to Swim.

Activate [>>] command; Frequency once per day; Requirements You're in a body of water; Effect For 10 minutes, you don't sink if you haven't succeeded at a Swim action on a turn, and if you're submerged, you automatically ascend 10 feet at the end of your turn.

Type stouseisu's recourse; Level 5; Price 150 gp

Type greater; Level 7; Price 625 gp

The shield has Hardness 8, HP 60, and BT 30, and when you Activate the shield, it casts water walk on you.

The shield has Hardness 8, HP 60, and BT 30.

Type major stouseisu's recourse; Level 11; Price 2,650 gp

The shield has Hardness 11, HP 80, and BT 40; the item bonus is +2; and when you Activate the shield, you can breathe underwater for 10 minutes.

The shield has Hardness 11, HP 80, and BT 40.

Treasure Vault, page 22.

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Stouseisu's Recourse

Item 5

magical transmutation 

Price 150 gp

Usage held in 1 hand; Bulk 1

Category Held

This standard-grade darkwood meteor shield (Hardness 7, HP 28, BT 14) is a wheel from a ship. While wielding the shield, you gain a +1 item bonus to Sailing Lore and to Athletics checks to Swim.

Activate [>>] command; Frequency once per day; Requirements You're in a body of water; Effect For 10 minutes, you don't sink if you haven't succeeded at a Swim action on a turn, and if you're submerged, you automatically ascend 10 feet at the end of your turn.
Main Item: Stouseisu's Recourse

Treasure Vault, page 22.

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Striking

Rune 4+

evocation magical 

Usage etched onto a weapon

Category Rune

A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 striking dagger would deal 2d4 damage instead of 1d4 damage.

You can upgrade the striking rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices.

Type striking; Level 4; Price 65 gp

Type greater striking; Level 12; Price 1,065 gp

The weapon deals three weapon damage dice.

Type major striking; Level 19; Price 31,065 gp

The weapon deals four weapon damage dice.

Core Rulebook, page 581.

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Striking

Rune 4

evocation magical 

Price 65 gp

Usage etched onto a weapon

Category Rune

A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 striking dagger would deal 2d4 damage instead of 1d4 damage.

You can upgrade the striking rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices.

Main Item: Striking

Core Rulebook, page 581.

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Striking Snare

Snare 8

consumable mechanical snare trap 

Price 75 gp

Category Snare

You affix a trip line or other trigger to a group of either stones or wooden stakes to strike a creature that enters the snare's square. The creature must attempt a DC 26 basic Reflex saving throw. If you choose stones, the snare deals 9d8 bludgeoning damage; if you choose spikes, it deals 9d8 piercing damage.

Core Rulebook, page 591.

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Studded Leather

Item

Price 3 gp

Bulk 1

AC Bonus +2; Dex Cap +3

Strength 12; Check Penalty –1; Speed Penalty —

Category Light Armor; Group Leather

This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.

Core Rulebook, page 275.

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Stumbling Fulu

Item 3

consumable fulu magical transmutation 

Price 10 gp

Usage affixed to armor; Bulk —

Duration 1 hour

Category Consumable

The kitsune who first created a stumbling fulu advised the user to tuck the fulu under the target's belt for maximum effect.

When the creature to which the fulu is affixed completes a Stride action, the creature must attempt a DC 17 Reflex save. On a failure, some element of the armor the fulu is affixed to comes undone, making the wearer clumsy 1. On a critical failure, the target falls prone and is clumsy 2. The clumsy condition remains until the target takes a total of 1 Interact action, plus 1 additional Interact action per value of the clumsy condition above 1, to properly reclothe itself. Once the fulu activates, it burns up, its magic lasting only as long as the conditions it has imposed.

Treasure Vault, page 79.

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Stunning Snare

Snare 12

consumable mechanical snare trap 

Price 320 gp

Category Snare

You rig a snare to disorient a creature with a quick bash, leaving it with little ability to defend itself. The trap deals 6d6 bludgeoning damage to the first creature to enter its square; that creature must attempt a DC 31 Reflex save.

Critical Success The creature is unaffected.Success The creature takes half damage and is flat-footed for 1 round and stunned 1.Failure The creature takes full damage and is flat-footed for 1 round and stunned 2.Critical Failure The creature takes double damage and is flat-footed for 1 minute and stunned 4.

Core Rulebook, page 591.

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Stupor Poison

Item 4

uncommon alchemical consumable incapacitation injury poison sleep 

Price 16 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

Stupor poison is a more potent distillation of lethargy poison. Further exposure to stupor poison doesn't require the target to attempt additional saving throws; only failing a saving throw against an ongoing exposure can progress its stage.

Saving Throw DC 20 Fortitude; Maximum Duration 6 hours; Stage 1 slowed 1 and flat-footed (1 round); Stage 2 slowed 2 and flat-footed (1 round); Stage 3 unconscious with no Perception check to wake up (1 round); Stage 4 unconscious with no Perception check to wake up (1d6 hours)

Abomination Vaults #3: Eyes of Empty Death, page 74.

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Stupor Poison

Item 7

uncommon alchemical consumable incapacitation injury poison sleep 

Price 16 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

Stupor poison is a more potent distillation of lethargy poison.

Further exposure to stupor poison doesn't require the target to attempt additional saving throws; only failing a saving throw against an ongoing exposure can progress its stage.

Saving Throw DC 20 Fortitude; Maximum Duration 6 hours; Stage 1 slowed 1 and flat-footed (1 round); Stage 2 slowed 2 and flat-footed (1 round); Stage 3 unconscious with no Perception check to wake up (1 round); Stage 4 unconscious with no Perception check to wake up (1d6 hours)

Treasure Vault, page 71.

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Sturdy Satchel

Item 2

uncommon 

Price 30 gp

Usage worn; Bulk 1

Category Worn Item

This heavy backpack of alchemically treated cloth layered over a metal mesh protects its contents from water damage and other harmful effects. It holds up to 4 Bulk of items, and the first 2 Bulk contained within the sturdy satchel do not count against your Bulk limits. The bag has Hardness 5 and 20 Hit Points. As long as the bag remains closed and is not broken, water and other liquids can't seep into it.

LOPSG, page 35.

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Sturdy Shield

Item 4+

abjuration magical 

Usage held in 1 hand; Bulk 1

Category Shield; Group Shield

With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy.

Type minor; Level 4; Price 100 gp

The shield has Hardness 8, HP 64, and BT 32.

The shield has Hardness 8, HP 64, and BT 32.

Type lesser; Level 7; Price 360 gp

The shield has Hardness 10, HP 80, and BT 40.

The shield has Hardness 10, HP 80, and BT 40.

Type moderate; Level 10; Price 1,000 gp

The shield has Hardness 13, HP 104, and BT 52.

The shield has Hardness 13, HP 104, and BT 52.

Type greater; Level 13; Price 3,000 gp

The shield has Hardness 15, HP 120, and BT 60.

The shield has Hardness 15, HP 120, and BT 60.

Type major; Level 16; Price 10,000 gp

The shield has Hardness 17, HP 136, and BT 68.

The shield has Hardness 17, HP 136, and BT 68.

Type supreme; Level 19; Price 40,000 gp

The shield has Hardness 20, HP 160, and BT 80.

The shield has Hardness 20, HP 160, and BT 80.

Core Rulebook, page 588.

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Subterfuge Suit

Item

uncommon 

Bulk 1

AC Bonus +1; Dex Cap +4

Strength 10; Check Penalty –1; Speed Penalty —

Category Medium Armor; Group Composite

This armor is exclusive to the Inventor class with the Armor innovation. While you may be able to wear this armor as a different class, everyone but the creator of the armor is untrained in it, even if they would normally be trained (or better) in medium armor.

Guns & Gears, page 16.

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Sukgung

Item 1

fatal aim d12 

Price 7 gp

Bulk 1

Damage 1d8 piercing

Ammunition Bolt; Range 200 ft.; Reload 1

Hands 1

Category Martial Ranged Weapon; Group Bow

The sukgung is an extremely efficient crossbow most common in the nation of Trimagaes. Capable of lethal shots at remarkable distances, the sukgung is well-balanced enough to be fired with one hand.

Treasure Vault, page 30.

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Sulfur Bomb

Item 1+

uncommon acid alchemical bomb consumable olfactory splash 

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

A thick, sulfurous, irritating gas fills this golden-yellow flask.

A sulfur bomb deals the listed damage. On a hit, the target takes a –1 status penalty to Perception checks and attack rolls until the end of its next turn, or becomes sickened 1 on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute.

Type lesser; Level 1; Price 4 gp

The bomb deals 1d4 acid damage and 1 acid splash damage.

Type moderate; Level 3; Price 12 gp

You gain a +1 item bonus to attack rolls. The bomb deals 2d4 acid damage and 2 acid splash damage.

Type greater; Level 11; Price 275 gp

You gain a +2 item bonus to attack rolls. The bomb deals 3d4 acid damage and 3 acid splash damage.

Type major; Level 17; Price 2,750 gp

You gain a +3 item bonus to attack rolls. The bomb deals 4d4 acid damage and 4 acid splash damage.

LOTGB, page 15.

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Summoning Handscroll

Item 8

conjuration grimoire magical 

Price 480 gp

Bulk L

Category Grimoire

Classic summoning circles are engraved into the batons of this massive papyrus scroll.

Activate [F] envision (metamagic); Effect If your next action is to cast a conjuration spell prepared from this spellbook that summons one or more creatures, you infuse one of the summoned creatures with the spell's energies, causing it to arrive with 10 temporary Hit Points that last for up to 1 minute.

Secrets of Magic, page 163.

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Sun Dazzler

Item 8

alchemical light visual 

Price 450 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Held

This metallic tube has a complex array of lenses and prisms at one end and a hatch at the other. The hatch can be unlocked, loaded with a sunrod, and refastened using 3 Interact actions.

A loaded sun dazzler can be activated to burn the sunrod to dust in a single focused flash, creating a 30-foot cone of scintillating light. All creatures in the cone must attempt a DC 24 Fortitude save, with the following effects.

Critical Success The creature is unaffected.Success The creature is dazzled for 1 round.Failure The creature is blinded for 1 round or until it spends an Interact action to rub its eyes, ending the blinded condition.Critical Failure The creature is blinded for 1 round.

Treasure Vault, page 65.

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Sun Orchid Elixir

Item 20

rare alchemical consumable elixir necromancy 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

When you drink this elixir, you physically become as you were in whatever phase of your youth you desire. Your new body begins in peak health, regardless of what your actual condition was at that age.

Any physical or mental imperfections—including scars, lost limbs, and curses, diseases, poisons of 20th level or lower—are removed, and you regain your full Hit Points. You immediately begin to age normally again, with your natural lifespan extended as if you had never aged past your new apparent age. You retain all your memories.

Unlike Crafting most items, brewing the sun orchid elixir takes 1 month's time. While an individual vial of sun orchid elixir isn't unique, the formula is unique, and it's known only to Laefaligaim Namouva of Fifalavad.

LOWG, page 56.

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Sun Orchid Poultice

Item 18

rare alchemical consumable 

Price 5,000 gp

Usage held in 1 hands; Bulk L

Activate [>] Interact

Category Consumable

The process of creating the sun orchid elixir leaves behind a large amount of thick paste with its own healing properties. Laefaligaim commonly sells this paste to Fifalavadn natives who can't purchase the elixir proper and uses the income to support his alchemy students. When you apply the sun orchid poultice, it reduces your clumsy, drained, and enfeebled condition values by 2. In addition, the poultice provides a youthful burst of energy, granting you a +3 item bonus to saves and 20 temporary Hit Points for 1 hour.

LOL, page 20.

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Sun Shot

Item

Price 1 sp (price for 10)

Bulk L

Category Ammunition

A sun sling is a small staff with a head of woven netting. The staff is small enough to hold in a single hand, making it useful for hit-and-run tactics, but once loaded with ammunition, it requires two hands to properly swing and fire. Sun slings use small metal bullets covered in sharp spikes known as sun shots.

Strength of Thousands #4: Secrets of the Temple-City, page 78.

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Sun Sight

Item 10

evocation invested magical tattoo 

Price 850 gp

Usage tattooed on the body; Bulk —

Category Tattoo

Placed under the eyes like rays of light, this tattoo burns away illusions with the unmerciful brilliance of the sun. You gain a +2 bonus to Perception checks that involve sight. If you're dazzled, you receive a new save at the start of each of your turns to end your dazzled condition.

Activate [>] to [>>>] envision; Frequency once per day; Effect The tattoo casts a 4th-level scorching ray, with the rays emitting from your eyes. The number of actions you spend Activating the tattoo determines scorching ray's number of rays. The tattoo also attempts to dispel each illusion on a creature hit by a ray (counteract level 5th, counteract modifier +19).

Treasure Vault, page 122.

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Sun Sling

Item 0

uncommon concussive propulsive 

Price 3 gp

Bulk L

undefined

Damage 1d8 piercing

Ammunition Sun Shot; Range 100 ft.; Reload 1

Hands 2

Group Sling

undefined

Damage 1d8 piercing

Hands 1

Group Staff

Category Martial Ranged Weapon

A sun sling is a small staff with a head of woven netting. The staff is small enough to hold in a single hand, making it useful for hit-and-run tactics, but once loaded with ammunition, it requires two hands to properly swing and fire. Sun slings use small metal bullets covered in sharp spikes known as sun shots.

Strength of Thousands #4: Secrets of the Temple-City, page 78.

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Sun Wheel

Item 5

rare abjuration invested magical 

Price 150 gp

Usage worn; Bulk –

Category Worn Item

Created by the priests of a Kraebaetaek sect of Veimaetias, the sun wheels were designed to protect the Gethatrux's followers in their quest to hunt down a dangerous cult trying to raise a spawn of the evil god Vroustiam. Once they completed their crusade, these priests disbanded and went on to minister other congregations. They each took their sun wheels with them, handing them down to the next generations.

This copper medallion is etched with a stylized sun, its rays shaped like the spokes of a wagon wheel. It tends to glint brightly when exposed to sunlight. While wearing this pendant, you gain a +1 item bonus to Religion checks.

You must be good-aligned to use the sun wheel's true power: the following activation, which provides you a shield of burning force.

Activate [>] (concentrate); Effect The sun wheel casts a shield spell benefiting you. When you use the spell to prevent damage, you prevent 10 damage instead of 5. If the attacker is adjacent to you, you can choose to deal 2d6 fire damage to it, which it gets a DC 21 basic Reflex save to resist.

If you choose to deal the fire damage, you can't Activate the sun wheel again until the next morning.

If you prevent damage but don't deal the fire damage, you can use it again in 10 minutes, as normal for shield.

TiO, page 60.

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Sunflower Censer

Item 8

rare illusion magical 

Price 480 gp

Usage worn or held in one hand; Bulk L

Category Worn Item

This gold-and-ivory incense burner always emits a pleasant, floral-scented smoke without any need to be refilled. It has a chain that can be easily affixed to a belt or bag, allowing it to be worn without a free hand. As long as the censer is burning, the bearer benefits from the undetectable alignment spell. They also don't appear undead to divination spells or abilities, or to senses such as lifesense, unless those abilities successfully counteract the censer. The censer can be lit or extinguished with an Interact action.

Activate [>>] Interact; Frequency once per hour; Effect Smoke bellows from the censer with the effects of an obscuring mist centered on you.

LOIL, page 179.

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Sunken Pistol

Item 8

rare cn arcane enchantment intelligent 

Usage held in 1 hand; Bulk 1

Category Held

Perception +26; precise vision 30 feet, imprecise hearing 30 feet

Communication speech (Common)

Skills Intimidation +19, Navigation Lore +14, Sailing Lore +14

Int +0, Wis +2, Cha +4

Will +16

A sunken pistol is imbued with the unfulfilled desires and insatiable greed of its previous wielder, a notorious pirate drowned at sea. Once a beautiful and artistically wrought weapon, a sunken pistol is coated in a fine layer of dried salt and encrusted with barnacles. Each shot fired from this +1 striking dragon mouth pistol is now coated in a layer of salty ectoplasm and has the effects of a ghost touch rune. You can shoot the sunken pistol underwater, even when using black powder ammunition.

A sunken pistol urges you to amass a horde of treasure even a dragon would be proud of. The methods used to acquire these riches matter not to the greedy pirate pistol, so long as you amass and hoard excessive wealth. Above all else, a sunken pistol desires the return of its own treasure, which might rest in the wreck of its sunken ship's hold or be hidden on a dangerous island.

In pursuit of treasure, a sunken pistol offers nautical and navigation advice to you, though it refuses such aid during less lucrative ventures. If you prove a profitable partner, the sunken pistol aids you in combat by Demoralizing your opponents (see the first Activation below). If you prove charitable or unwilling to retrieve its treasure, the sunken pistol turns its ire on you, Demoralizing you during combat until you relent. If you repeatedly refuse the sunken pistol, it would be wise to not accept water breathing from it, as it might attempt to drown you to allow a more suitable wielder to acquire it from your corpse. The sunken pistol can use the following activations.

Activate [>] command; Frequency once per minute; Effect The sunken pistol curses and insults a creature it can see, attempting an Intimidation check to Demoralize that creature.
Activate [>>>] command; Frequency once per day; Effect The sunken pistol casts water breathing on you as a 3rd-level arcane spell. The sunken pistol can Dismiss this spell, so be sure to keep the gun happy if you're relying on its good graces to breathe!

Guns & Gears, page 163.

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Sunrod

Item 1

alchemical consumable light 

Price 3 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Tool

This 1-foot-long, gold-tipped rod glows after it's struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim light to the next 40 feet).

Core Rulebook, page 554.

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Superb Camouflage Suit

Item 9

uncommon 

Price 140 gp

Bulk L

Hands 1

Category Adventuring Gear

This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you blend in seamlessly with the environment. Due to the abrasive nature of the materials used, this item is unsuitable for use by unarmored characters. You can prepare the suit for use within your current environment by using an exploration activity that takes at least 10 minutes, but sometimes longer if the materials are hard to find or the environment is unusual enough to warrant additional difficulty in preparing camouflage that can blend with it consistently.

A suit prepared in this manner grants you a +2 item bonus to Stealth checks while you attempt to Hide or Sneak in the specific environment it has been prepared for.

The suit remains usable in this manner until you rest for the night, though it doesn't grant the benefit whenever you aren't in the appropriate environment. The GM might rule that some environments are unusual enough that you can't create a camouflage suit appropriate for the environment.

A superb camouflage suit is fashioned from especially well-blended materials and gives you a +2 item bonus to the check instead of a +1 item bonus.

Main Item: Camouflage Suit

Guns & Gears, page 178.

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Superb Repair Kit

Item 3

Price 25 gp

Bulk 1

Hands 2

Category Adventuring Gear

A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the Crafting skill. You can draw and replace a worn repair kit as part of the action that uses it.

A superb repair kit gives you a +1 item bonus to the check.

Main Item: Repair Kit

Core Rulebook, page 288.

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Superior Handcuffs

Item 17

uncommon 

Price 6,000 gp

Usage held in 1 hand; Bulk L

Category Held

Developed in Shoumeistai and rarely used except by police forces in major cities due to their significant cost, handcuffs possess a ratcheting lock system in each cuff that allows them to be quickly cinched down on a captive's limbs, even if they're actively resisting.

To apply handcuffs, you must first grab or restrain your opponent, then attempt an Athletics check against the opponent's Fortitude DC. On a success, you lock one of the cuffs around your opponent's wrist. You can lock the other cuff to yourself or a stationary object within reach as an Interact action; to lock it to another creature (either the same opponent you just cuffed or a separate creature altogether), you must first grab or restrain that creature, as before, and then make an Athletics check against its Fortitude DC. The DC to make the Athletics check against your own wrist is 5, or 10 for an unattended object.

If you bind a creature to itself, it takes the same penalties as those imposed by manacles (Core Rulebook 290). If you bind a creature to another creature (including yourself), the two creatures are locked together and must remain in adjacent spaces, and both creatures gain the clumsy 1 condition as long as they are handcuffed. If you lock a creature to an immobile object, such as a bar or tree, the creature is immobilized. (For creatures with an unusual physiology such as more or fewer limbs, the GM determines what effects handcuffs have, if any.) Handcuffs are unlocked via a key and are easier to slip out of than ordinary manacles. The chain between handcuffs can be Broken Open with a single Athletics check.

Escaping requires four successful DC 40 Thievery checks, and the Athletics DC to Break Open the chain between handcuffs is 45.

Main Item: Handcuffs

AoE1, page 77.

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Superior Lock

Item 17

Price 4,500 gp

Bulk —

Hands 2

Category Adventuring Gear

Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.

Main Item: Lock

Core Rulebook, page 288.

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Superior Manacles

Item 17

Price 5,000 gp

Bulk —

Hands 2

Category Adventuring Gear

You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.

Main Item: Manacles

Core Rulebook, page 288.

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Support

Item 0

Price 5 sp

Usage worn

Category Supports and Splints Assistive Item

Supports, also commonly known as braces, can be applied to any of the following major joints: wrist, elbow, knee, and ankle. They typically strap around the desired area and provide not only support but warmth that soothes aches and pains.

You can still use your limb or joint even if you're not wearing your support, but you might feel aches and pains that are worse than usual and may manifest into physical symptoms.

LOTGB, page 69.

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Supreme Sturdy Shield

Item 19

abjuration magical 

Price 40,000 gp

Usage held in 1 hand; Bulk 1

AC Bonus undefined; Hardness 20; HP 160; BT 80

Category Shield; Group Shield

With a superior design and excellent craftsmanship, this steel shield has higher Hardness than its non-magical counterparts, making it harder to break and destroy.

The shield has Hardness 20, HP 160, and BT 80.

Main Item: Sturdy Shield

Core Rulebook, page 588.

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Sure-Step Crampons

Item 6

invested magical transmutation 

Price 210 gp

Usage worn shoes; Bulk 1

Category Worn Item

Sure-step crampons are sturdy leather boots with warm fur lining and magically augmented steel crampons that offer the wearer better purchase on ice. They allow you to walk across ice without difficulty, ignoring the uneven ground and difficult terrain caused by ice, and reducing greater difficult terrain caused by ice to difficult terrain.

Activate [>] Interact; Requirements You're standing on an earthen, icy, or wooden surface; Effect You dig the crampons into the spot where you're standing, offering additional support until the next time you move. You gain a +2 circumstance bonus to your Fortitude and Reflex DCs against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone. The bonus lasts until you move from your current spot.

Treasure Vault, page 146.

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Sure-Step Potion

Item 4

consumable magical potion transmutation 

Price 17 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

The light-brown liquid of a sure-step potion helps you find your footing. After drinking it, you gain a +1 item bonus to Acrobatics checks to Balance for 1 hour. In addition, you can Step into difficult terrain, and you aren't flat-footed on uneven ground.

Treasure Vault, page 91.

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Surprise Doll

Item 1

Price 1 gp

Usage held in 1 hand; Bulk L

Category Held

Dolls are found throughout Falavririak in a wide variety of forms. Among the most common are miniature painted figurines, plush animals crafted from fur and stuffed with cotton, porcelain dolls with fine clothing and silky hair, fabric hand puppets, and elaborate marionettes.

These dolls contain a hidden compartment or pouch capable of holding a single object of up to light Bulk—typically a bell, rattle, or dried flowers.

Main Item: Doll

LOTGB, page 58.

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Survey Map

Item 3

uncommon 

Bulk L

Hands 1

Category Adventuring Gear

Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to Survival checks and any skill checks to Recall Knowledge, provided the checks are related to the location detailed on the map. The GM determines what maps are available in any location.

Type Survey Map; Price 10 gp

Type Survey Map Atlas; Level 3; Price 50 gp

Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use.

Core Rulebook, page 288.

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Survey Map

Item 3

uncommon 

Price 10 gp

Bulk L

Hands 1

Category Adventuring Gear

Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to Survival checks and any skill checks to Recall Knowledge, provided the checks are related to the location detailed on the map. The GM determines what maps are available in any location.

Main Item: Survey Map

Core Rulebook, page 288.

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Survey Map Atlas

Item 3

uncommon 

Price 50 gp

Bulk L

Hands 2

Category Adventuring Gear

Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to Survival checks and any skill checks to Recall Knowledge, provided the checks are related to the location detailed on the map. The GM determines what maps are available in any location.

Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use.

Main Item: Survey Map

Core Rulebook, page 288.

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Swallow-Spike

Rune 6+

magical transmutation 

Usage etched onto armor

Category Rune

Your armor responds to your desire to break free of a creature grabbing you by growing spikes.

Activate [R] envision (attack); Trigger You become grabbed, restrained, or otherwise held immobilized in a creature's grasp, such as by being engulfed or swallowed; Effect Your armor suddenly grows spikes, attacking the triggering creature. The armor makes a melee attack with an attack modifier of +14 that deals 2d6 piercing damage. If the creature is swallowing or engulfing you, the attack deals an additional 1d6 damage, and damage from this attack can cut you free if it equals or exceeds the Rupture value of the immobilizing ability. This attack gets an item bonus to the attack roll equal to the armor's item bonus to your AC and an item bonus to damage equal to double that amount.
Activate [>] envision (attack); Requirements You're being held immobilized as described in the rune's other activation; Effect Your armor attacks the creature immobilizing you.

The armor makes a melee attack against the creature, as described in the rune's other activation.

Type swallow-spike; Level 6; Price 200 gp

Type greater; Level 12; Price 1,750 gp

The attack modifier increases to +22, the damage increases to 3d6, and the extra damage to an engulfing or swallowing creature increases to 2d6.

Type major; Level 16; Price 19,250 gp

The attack modifier increases to +28, the damage increases to 5d6, and the extra damage to an engulfing or swallowing creature increases to 3d6.

Treasure Vault, page 13.

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swallow-spike

Rune 6

magical transmutation 

Price 200 gp

Usage etched onto armor

Category Rune

Your armor responds to your desire to break free of a creature grabbing you by growing spikes.

Activate [R] envision (attack); Trigger You become grabbed, restrained, or otherwise held immobilized in a creature's grasp, such as by being engulfed or swallowed; Effect Your armor suddenly grows spikes, attacking the triggering creature. The armor makes a melee attack with an attack modifier of +14 that deals 2d6 piercing damage. If the creature is swallowing or engulfing you, the attack deals an additional 1d6 damage, and damage from this attack can cut you free if it equals or exceeds the Rupture value of the immobilizing ability. This attack gets an item bonus to the attack roll equal to the armor's item bonus to your AC and an item bonus to damage equal to double that amount.
Activate [>] envision (attack); Requirements You're being held immobilized as described in the rune's other activation; Effect Your armor attacks the creature immobilizing you.

The armor makes a melee attack against the creature, as described in the rune's other activation.

Main Item: Swallow-Spike

Treasure Vault, page 13.

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Swamp Lily Quilt

Item 3

rare alchemical consumable 

Price 12 gp

Usage held in 2 hands; Bulk 2

Activate [>>] Interact

Category Consumable

This quilt is defined by its green lily-pad pattern, which is rare in Bellflower communications. The quilt is 10 feet square and infused with a reagent that activates when the quilt is laid out across soil or earth. One round after you lay out the quilt, the ground beneath it becomes soft and muddy, creating difficult terrain in the area where the quilt was. You can leave the quilt to maintain the difficult terrain indefinitely, but the affected ground begins to dry once you remove the quilt with an Interact action. The ground dries over the span of 1 hour, after which the ground returns to normal terrain.

Placing the quilt on the ground uses up its infused reagents, and it becomes an ordinary quilt once removed from the ground.

LOL, page 86.

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Swan Boat Feather Token

Item 8

conjuration consumable magical 

Price 76 gp

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Consumable

Each feather token appears to be a simple feather from some exotic bird. The feather's shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description.

This feather can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a swan-shaped boat capable of carrying up to 32 Medium creatures, 8 Large creatures, or 2 Huge creatures. The boat moves on the water at a Speed of 50 feet, and lasts 1 day.

Main Item: Feather Token

Core Rulebook, page 570. Reprinted in BB.

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Swarmeater's Clasp

Item 8

uncommon abjuration invested magical 

Price 460 gp

Usage worn; Bulk –

Category Worn Item

These small brooches usually feature carved reliefs of verminous, swarming creatures. When you wear the clasp, you gain resistance 10 to physical damage from swarm creatures.

Activate [>>] Interact (manipulate); Frequency once per day; Effect You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover 3d10+8 Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive healing effect.

AoE2, page 76.

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Swarmeater's Clasp

Item 8

abjuration invested magical 

Price 460 gp

Usage worn; Bulk —

Category Worn Item

A swarmeater's clasp features carved reliefs of verminous, swarming creatures. When you wear the clasp, you gain resistance 10 to physical damage from swarm creatures.

Activate [>>] envision, Interact; Frequency once per day; Requirements a swarm creature is within your reach; Effect You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover 3d10+8 Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive healing effect.

Treasure Vault, page 154.

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