Items: T (Part 2 of 3)

60 items, from Tiger's Claw to Trinity Geode.

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Part: 1 2 3

Tiger's Claw · Time Shield Potion · Timeless Salts · Timepiece · Tin Cobra · Tindertwig · Titan's Grasp · Toadskin Salve · Toadskin Salve · Tobraid Cannon · Tobraid Ice Wine · Tome of Restorative Cleansing · Tome of Scintillating Sleet · Tonfa · Tool · Toolkit of Bronze Whispers · Tooth and Claw Tattoo · Tooth and Claw Tattoo · Toothwort Extract · Topology Protoplasm · Torch · Torrent Snare · Torrent Spellgun · Toshigami Blossom · Tourmaline Sphere Aeon Stone · Tower Shield · Toy Carriage · Toy Carriage · Tracker's Goggles · Tracker's Goggles · Tracker's Stew · Tracking Fulu · Trackless · Trackless · Tradecraft Tattoo · Tradecraft Tattoo · Traefibroum's Astrolabe · Trail Warding Tattoo · Traitor's Ring · Transposition Ammunition · Transposition Ammunition · Traveler's Any-tool · Traveler's Chair · Traveler's Cloak · Traveling Companion's Chair · Traveling Tank · Treats · Trebuchet · Tree Feather Token · Tremorsensors · Tri-bladed Katar · Triadraile's Fang · Triangular Seventh Prism · Triangular Teeth · Trickster's Mandolin · Trickster's Mandolin · Tricky Pick · Trident · Triggerbrand · Trinity Geode

Tiger's Claw

Item 11

rare illusion primal 

Price 1,400 gp

Usage held in 1 hand; Bulk 1

Category Held

This +2 striking fearsome dueling pistol (Advanced Player's Guide 260) is made from fine tigerwood, with the head of a tiger as the muzzle. Beneath the tiger head is a claw shaped bayonet. One of a set of four guns crafted as a gift to a Shaekheis family for delivery of rare healing and diseaseabating herbs during an outbreak of a deadly disease in the Grand Duchy of Tobraid, these firearms are now passed down to those who have done brave acts in service to the Shaekheis people. The flintlock sparks thrown by this weapon take the shape of pouncing tigers and the firearm's report sounds like a tiger's growl. Clever wielders use the firearm's report to panic their prey into mistakes and then pounce for the kill.

This firearm's bullets deal slashing damage instead of piercing and add an additional 1d6 persistent bleed damage on a critical hit. This persistent bleed damage causes tiger-claw-shaped wounds to appear on the target.

Activate [>>] envision; Frequency once per day; Effect You capitalize on the fears your firearm engenders, terrifying your foes. Make a ranged Strike with this firearm against a target. If you successfully deal damage to your target, the target is also affected by a 4th-level phantasmal killer with a spell DC of 28. While phantasmal killer typically takes the shape of the target's worst fear, this effect always appears to the target in the form of a majestic and ferocious tiger.

Guns & Gears, page 166.

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Time Shield Potion

Item 13

consumable magical potion transmutation 

Price 600 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

This purple potion has a bitter taste and seems to blur with motion. When you drink a time shield potion, you are frozen in time for 2d4 rounds. You can't act or be targeted, you become immune to all effects, and you vanish from your space; as far as the universe is concerned, you simply don't exist as long as the potion lasts. The durations of any effects targeting you when you drink the potion are suspended until it wears off.

Once the potion's duration expires, you return to the normal flow of time and your former space; if that space is now occupied, you get shunted to the nearest unoccupied space. Effects with durations immediately resume affecting you, elapsing as though no time has passed. If you are within the area of an effect created while you were outside of time, you immediately take those effects upon returning. The GM might determine that other changes that occurred while you were outside of time (such as the ground beneath you crumbling) also affect you upon your return.

Advanced Player’s Guide, page 259.

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Timeless Salts

Item 4

alchemical consumable 

Price 14 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

You sprinkle these salts onto a single object up to 10 cubic feet in volume and no more than 40 Bulk to preserve it for 1 week.

The object doesn't decay, and effects that require the object to be fresh don't count the time passing during this duration as having elapsed. When sprinkled on a corpse, this extends the period in which a creature can be revived by magic, as well as the wait time required before a corpse can be targeted again with talking corpse. The salts prevent ordinary pests from consuming the target (such as maggots for a corpse or moths for a piece of clothing). Any creature can use an Interact action to disperse the salts from an unattended object and end this effect.

Advanced Player’s Guide, page 255.

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Timepiece

Item 1+

uncommon clockwork 

Category Adventuring Gear

Clockwork timepieces come in a variety of sizes and aesthetic styles, but they're all designed to display the accurate time of day down to the second.

Clockwork timepieces have a 24-hour activation cycle, after which they must wound in a process that takes 1 minute to complete.

Type desktop clock; Level 1; Price 10 gp; Bulk 3

Desktop clocks have been designed to be small enough to only take up a quarter of a typical writing desk's surface area, but they're still too bulky and heavy to be lugged around casually.

Type grand clock; Level 3; Price 50 gp; Bulk 16

These towering, ten-foot-tall clocks have been painstakingly handcrafted by skilled artisans and feature loud chimes that can be heard hourly throughout a manor. Owners of grand clocks usually tend to display them prominently in a study, lounge area, or foyer.

Guns & Gears, page 89.

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Tin Cobra

Snare 5

uncommon clockwork consumable mechanical poison snare trap 

Price 23 gp

Category Snare

This clockwork cobra activates when a creature enters its square, at which point it lashes out and spits venom, dealing 3d6 poison damage. The target must attempt a DC 21 Fortitude save.

Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage and is sickened 1.Critical Failure The creature takes double damage is sickened 2. Simple Hazards The following hazards have simple effects, but they create those effects using steam or Voltaic technology.

Guns & Gears, page 81.

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Tindertwig

Item 1

alchemical consumable fire 

Price 2 sp for price of 10

Usage held in 1 hand; Bulk —

Activate [>] Interact

Category Tool

An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel. You can ignite the tindertwig and touch it to a flammable object as part of the same Interact action.

Core Rulebook, page 554.

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Titan's Grasp

Item 18

apex evocation invested magical 

Price 24,000 gp

Usage worn gloves; Bulk L

Category Apex

These bronze gauntlets each have a small red gem embedded in the wrist. You gain a +3 item bonus to Athletics checks and a +1 circumstance bonus to Athletics checks to Grapple. If you successfully Grapple an enemy that's at least one size category larger than you, the gauntlets dig into it, dealing bludgeoning damage equal to your Strength modifier, plus an additional 2d6 on a critical success.

When you invest the gloves, you either increase your Strength score by 2 or increase it to 18, whichever would give you a higher score.

Activate [>] Interact (sonic); Frequency once per day; Requirements You have two hands free; Effect You clap the gauntlets together with a thunderous crack that deals 6d10 sonic damage in a 30-foot emanation. Each creature in the area must attempt a DC 35 Fortitude save.Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage and is deafened for 1 round.Critical Failure The creature takes double damage, is deafened for 1 minute, and is stunned 1.

Secrets of Magic, page 191.

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Toadskin Salve

Item 3+

uncommon alchemical consumable poison 

Usage held in 1 hand; Bulk L

Category Poison

This thick, oily salve reacts with the air to exude a toxic mucus when applied to skin. Once it's applied, you can activate the salve in one of the two ways detailed below. After either reaction has been used, the remaining mucus loses its reactive properties and falls away as the effect ends. You can only have one dose applied at a time. If you don't use either reaction, after 10 minutes, the mucus flakes away and the effect ends.

Activate [R] Interact; Trigger You hit a creature with a melee; Effect You fling mucus on the creature, dealing 1d4 persistent poison damage.
Activate [R] Interact; Trigger You are hit with a melee attack that deals physical damage; Effect The mucus dulls the blow, granting you resistance 3 to physical damage against the triggering attack.

Type toadskin salve; Level 3; Price 10 gp

Type greater toadskin salve; Level 7; Price 55 gp

The persistent poison damage increases to 2d4, and the resistance increases to 5.

Type major toadskin salve; Level 11; Price 225 gp

The persistent poison damage increases to 3d4, the resistance increases to 8, and the duration increases to up to 1 hour if you don't use the reaction.

LOTGB, page 27.

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Toadskin Salve

Item 3

uncommon alchemical consumable poison 

Price 10 gp

Usage held in 1 hand; Bulk L

Category Poison

This thick, oily salve reacts with the air to exude a toxic mucus when applied to skin. Once it's applied, you can activate the salve in one of the two ways detailed below. After either reaction has been used, the remaining mucus loses its reactive properties and falls away as the effect ends. You can only have one dose applied at a time. If you don't use either reaction, after 10 minutes, the mucus flakes away and the effect ends.

Activate [R] Interact; Trigger You hit a creature with a melee; Effect You fling mucus on the creature, dealing 1d4 persistent poison damage.
Activate [R] Interact; Trigger You are hit with a melee attack that deals physical damage; Effect The mucus dulls the blow, granting you resistance 3 to physical damage against the triggering attack.
Main Item: Toadskin Salve

LOTGB, page 27.

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Tobraid Cannon

Item 15

rare huge 

Price 12,000 gp; Ammunition scattershot barrels (25 gp, 5 Bulk)

Usage mounted (black powder); Space 8 feet high, 18 feet long, 7 feet wide

Crew 4 to 6

AC 32; Fort +26, Ref +18

Hardness 15, HP 200 (BT 100); Immunities object immunities

Speed 10 feet (pulled or pushed)

Named for Kroukrae Tobraid, this bronze cannon is one of the largest pieces of mobile artillery ever deployed, though its immense weight limits just how mobile it actually is. The barrel of an Tobraid cannon is nearly 3 feet in diameter, making it impractical to manufacture and handle cannonballs of sufficient size. Instead, Tobraid cannons spray buckshot in a similar way to blunderbusses, firing large barrels that break apart mid-flight and release a rain of scattershot over a massive area. The slow movement and short range make this siege weapon fit fewer situations than most, but when used effectively, such as to stop a charge of Krougriaror Waste mutants against the walls of Tobraid, the results are devastating.

Aim [>>>] 50 feet, minimum distance 50 feet
Load [>>>] (manipulate) 3 times, requires a successful DC 20 Athletics check
Launch [>>] (manipulate, range increment 50 feet) 10d12 bludgeoning, 50-foot burst, DC 33 Reflex

Guns & Gears, page 176.

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Tobraid Ice Wine

Item 5+

uncommon alchemical consumable drug ingested poison positive 

Price 25 gp

Usage held in 1 hand; Bulk L

Category Poison

This bottle of delicately sweet ice wine has the properties of alcohol (Gamemastery Guide 120). Made exclusively from grapes frozen in the Krougriaror Wastes' erratic surge storms, Tobraid ice wine finds a ready market among Falaiziavrul, though undead are still immune to the drug's listed effects.

The listed price is for a mediocre vintage, but finer vintages are higher level and commensurately more expensive.

LOIL, page 106.

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Tome of Restorative Cleansing

Item 5+

grimoire magical necromancy 

Bulk L

Category Grimoire

This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes.

Activate [F] envision (healing, necromancy, positive); Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally; Effect Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour.

Type lesser tome of restorative cleansing; Level 5; Price 130 gp

The creature gains 1d8 temporary Hit Points.

Type moderate tome of restorative cleansing; Level 9; Price 600 gp

The creature gains 2d8 temporary Hit Points.

Type greater tome of restorative cleansing; Level 14; Price 3,750 gp

The creature gains 3d8 temporary Hit Points.

Treasure Vault, page 113.

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Tome of Scintillating Sleet

Item 8

cold evocation grimoire primal 

Price 430 gp

Bulk L

Category Grimoire

The first 12 pages of this tome tell the same story in two languages: 6 pages in Stiamorial and 6 pages in the ancient Jotun dialect used by graefiadeik kar, a species of ice-dwelling humanoids.

The story is a tale of a graefiadeik kar stricken with snow blindness after spending too long under the sun building snow giants.

Activate [F] envision; Frequency once per day; Effect If your next action is to cast a cold spell that deals damage, all creatures damaged by the spell are also dazzled for 3 rounds by light refracting and reflecting within and around the spell's chilling effects. If an affected creature critically failed its save against the required spell, or if you critically succeeded on your spell attack roll against the creature, it's instead blinded for 1 round and then dazzled for 3 rounds.

Treasure Vault, page 113.

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Tonfa

Item

uncommon agile finesse monk parry twin 

Price 1 sp

Bulk L

Damage 1d4 bludgeoning

Hands 1

Category Martial Melee Weapon; Group Brawling

These L-shaped fighting batons are good for striking and blocking. The wielder holds the handle and either spins the stick or strikes with the stick covering the forearm.

LOTGB, page 107.

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Tool

Item

Category Adventuring Gear

This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that's appropriate or adjusts the damage if needed.

Type Long; Price 1 gp; Bulk 1

Type Short; Price 4 sp; Bulk L

Core Rulebook, page 288.

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Toolkit of Bronze Whispers

Item 5

rare divine intelligent transmutation 

Usage held in 2 hands; Bulk 2

Category Held

Perception +12; precise vision 30 feet, imprecise hearing 30 feet

Communication telepathy (Common and two other common languages)

Skills Clockwork Lore +15, Crafting +13, Religion +11

Int +4, Wis +3, Cha +0

Will +12

Sacred to the faith of Thousteton, a toolkit of bronze whispers has been used with such devotion it has developed a consciousness and personality that can be a blessing to a partnered crafter. A toolkit of bronze whispers functions as a set of sterling artisan's tools. Such toolkits focus on new creations and enthusiastically suggest crafting techniques to wielders. A toolkit of bronze whispers knows common item formulas of its level or lower and any other formulas the GM chooses. It can teach these formulas. You must still spend the time to copy a formula before you can use it.

Treasure Vault, page 197.

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Tooth and Claw Tattoo

Item 6+

invested magical tattoo transmutation 

Usage tattooed on the body; Bulk —

Category Tattoo

This tattoo resembles an animal's fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the Diplomacy skill with animals of that kind. This tattoo is usually located on the body part or parts it's meant to transform—on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on.

Activate [>] command (morph); Effect You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage type is bludgeoning for a fist or frog's jaws; piercing for an antler, fangs, horns, or most jaws; or slashing for claws.
Activate [>>] command, envision (polymorph); Effect The tattoo casts 3rd-level animal form to transform you into the animal that matches your tattoo.

Type tooth and claw tattoo; Level 6; Price 250 gp

Type greater tooth and claw tattoo; Level 8; Price 500 gp

The tattoo casts 4th-level animal form instead of 3rd.

Type major tooth and claw tattoo; Level 10; Price 1,000 gp

The tattoo casts 5th-level animal form instead of 3rd.

Treasure Vault, page 122.

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Tooth and Claw Tattoo

Item 6

invested magical tattoo transmutation 

Price 250 gp

Usage tattooed on the body; Bulk —

Category Tattoo

This tattoo resembles an animal's fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the Diplomacy skill with animals of that kind. This tattoo is usually located on the body part or parts it's meant to transform—on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on.

Activate [>] command (morph); Effect You gain an unarmed attack matching the tattoo for 1 minute. It has the same damage as your best unarmed attack and has the same traits. Its damage type is bludgeoning for a fist or frog's jaws; piercing for an antler, fangs, horns, or most jaws; or slashing for claws.
Activate [>>] command, envision (polymorph); Effect The tattoo casts 3rd-level animal form to transform you into the animal that matches your tattoo.
Main Item: Tooth and Claw Tattoo

Treasure Vault, page 122.

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Toothwort Extract

Item 3

additive 1 alchemical consumable 

Price 9 gp

Usage held in 1 hand; Bulk L

Activate [F] Trigger You use Quick Alchemy to craft an alchemical poison that's at least 1 level lower than your advanced alchemy level.

Category Plant

Originally used in dental procedures, toothwort numbs the gums by deadening nerves. When the oils are extracted and distilled, toothwort has a secondary reputation among alchemists for enhancing the duration of poisons. When adding toothwort extract to an alchemical poison, you can extend the maximum duration of the poison by 1 round.

LOTG, page 101.

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Topology Protoplasm

Item 7

consumable magical oil transmutation 

Price 70 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Oil

This slimy gel wriggles to the touch, as if covered by a multitude of imperceptible cilia. If applied to a creature or object no larger than 7 feet in any dimension, the protoplasm shifts it into an ooze-like state for 1 minute, allowing the subject to squash and stretch harmlessly. In this state, a creature that attempts a check to Squeeze uses the outcome one degree of success better than it rolls and can move its full Speed while Squeezing, and an object can fit through a space 2 feet across. One vial can cover a creature or object of up to Large size, but as each vial is made from a specific ooze, multiple vials can't be combined together to cover a larger object, as the two gels simply negate each other.

Secrets of Magic, page 176.

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Torch

Item

Price 1 cp

Bulk L

Hands 1

Category Adventuring Gear

A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.

Core Rulebook, page 288.

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Torrent Snare

Snare 3

uncommon consumable mechanical snare trap 

Price 9 gp

Category Snare

You pile waterlogged plants or access a nearby source of water to rain down on a Medium or smaller creature that enters the snare's square. When a creature enters the square, the snare's square and all adjacent squares become slippery difficult terrain, and the triggering creature must attempt a DC 19 Reflex saving throw, with the following effects.

Success The target is unaffected.Failure The target falls prone.Critical Failure The target falls prone and is forced into one of the other squares soaked by the snare.

Extinction Curse #1: The Show Must Go On, page 76.

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Torrent Spellgun

Item 3+

attack consumable evocation magical spellgun water 

Usage held in 1 hand; Bulk L

Activate [>>] Interact, Strike

Category Consumable

Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun's type, then disintegrates into sand.

Critical Success The target takes double damage and is knocked back 10 feet.Success The target takes full damage and is knocked back 5 feet.

Type lesser; Level 3; Price 12 gp

The damage is 2d6.

Type moderate; Level 7; Price 70 gp

The damage is 7d6.

Type greater; Level 11; Price 275 gp

The damage is 12d6.

Type major; Level 15; Price 1,250 gp

The damage is 16d6.

Treasure Vault, page 98.

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Toshigami Blossom

Item 15

rare abjuration intelligent invested primal 

Usage worn; Bulk —

Category Worn Item

Perception +30; precise vision (darkvision) 30 feet, imprecise hearing 30 feet

Communication telepathy (Common and two other common languages; speak with plants)

Skills Diplomacy +28, Medicine +32, Nature +32

Int +6, Wis +10, Cha +5

Will +32

An encounter with a toshigami, the enigmatic kami who protect cherry trees, is rare, though often sought after and treasured by those who achieve such an encounter. Only a handful of mortals can truthfully claim to have seen a toshigami, let alone met one, though many popular fireside tales tell of virtuous souls receiving a toshigami's blessing to fight for a worthy cause. Such stories have a basis in fact; every so often, a toshigami gives a worthy mortal a flower from their ward, time-locked in perfect bloom and granted sapience. Such toshigami blossoms are more sociable than their creators. Like toshigami, a blossom has a strong curiosity about the mortal world. If you wear a toshigami blossom, it can intercede for you, helping you make a good impression.

A toshigami blossom has the following activations.

Activate [>>] command, Interact; Frequency once per day; Effect The blossom casts tree stride on you to your specifications. If you target only cherry trees, the spell is cast at 6th level.
Activate [>>] command, envision; Frequency once per hour; Effect The blossom casts soothing blossoms (Secrets of Magic 129) to your specifications.
Activate [>] command; Frequency once per minute; Effect The blossom sends a flurry of cherry blossoms outward in a 20-foot burst that lasts 1 round. You and your allies can see through these blossoms. To all other creatures, creatures within the cloud of blossoms become concealed, and creatures outside the cloud become concealed to creatures within it. When you or an ally succeeds with a Strike against a creature in the blossoms, the Strike deals an additional 1d6 mental damage and an additional 1d6 negative damage to living creatures, or an additional 1d6 positive damage to undead.

Treasure Vault, page 197.

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Tourmaline Sphere Aeon Stone

Item 7

uncommon invested magical transmutation 

Price 350 gp

Usage worn; Bulk —

Category Worn Item

Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.

When you invest one of these precisely shaped crystals, the stone orbits your head instead of being worn on your body.

You can stow an aeon stone with an Interact action, and an orbiting stone can be snatched out of the air with a successful Disarm action against you. A stowed or removed stone remains invested, but its effects are suppressed until you return it to orbit your head again.

There are various types of aeon stones, each with a different shape, color, and magical effect. Each aeon stone also gains a resonant power when slotted into a special magical item called a wayfinder.

When you would die from the dying condition (typically at dying 4), this aeon stone automatically activates and reduces your dying value to 1 less than would normally kill you (typically to dying 3). The stone then permanently turns into a dull gray aeon stone. You can benefit from this ability only once per day, even if you have multiple such stones.

The resonant power allows you to cast 1st-level heal as a divine innate spell once per day.

Main Item: Aeon Stone

Core Rulebook, page 604. Expanded in LOPSG, LOWG.

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Tower Shield

Item

Price 10 gp

Bulk 4

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

Speed Penalty –5 ft.

Category Shield; Group Shield

These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal.

When you have a tower shield raised, you can use the Take Cover action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide lesser cover against an attack, having your tower shield raised provides standard cover against it (and other creatures can Take Cover as normal using the cover from your shield).

Core Rulebook, page 277.

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Toy Carriage

Item 0+

Category Adventuring Gear

A miniature toy carriage is carved from wood and has fully functioning wheels. It can vary in size from 2 to 8 inches long, too small for even Tiny creatures to ride. If pushed or propelled, obstacles and terrain might slow, stop, tip, or divert the carriage's course.

Type toy carriage; Level 0; Price 5 sp

If pushed and released as an Interact action, a toy carriage rolls along the ground up to 20 feet.

Type windup toy carriage; Level 2; Price 5 gp; Bulk L

A tiny crank protrudes from the side of this carriage. If the crank is wound and the carriage is released on the ground, the carriage propels in a straight line at a Speed of 10 feet.

Each Interact action spent winding the crank propels the carriage for 1 round. A windup toy carriage can be wound for a maximum of 9 actions total, at which point it's too tight to wind further.

LOTGB, page 59.

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Toy Carriage

Item 0

Price 5 sp

Usage held in one hand

Category Adventuring Gear

A miniature toy carriage is carved from wood and has fully functioning wheels. It can vary in size from 2 to 8 inches long, too small for even Tiny creatures to ride. If pushed or propelled, obstacles and terrain might slow, stop, tip, or divert the carriage's course.

If pushed and released as an Interact action, a toy carriage rolls along the ground up to 20 feet.

Main Item: Toy Carriage

LOTGB, page 59.

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Tracker's Goggles

Item 3+

divination invested magical 

Usage worn eyepiece

Category Worn Item

These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to Survival checks to Sense Direction and Track. If you fail a check to Track, you can try again after 30 minutes rather than an hour.

Type tracker's goggles; Level 3; Price 60 gp

Type greater tracker's goggles; Level 9; Price 660 gp

The goggles grant a +2 bonus. If you fail a check to Track, you can try again after 15 minutes rather than an hour.

Core Rulebook, page 616.

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Tracker's Goggles

Item 3

divination invested magical 

Price 60 gp

Usage worn eyepiece

Category Worn Item

These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to Survival checks to Sense Direction and Track. If you fail a check to Track, you can try again after 30 minutes rather than an hour.

Main Item: Tracker's Goggles

Core Rulebook, page 616.

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Tracker's Stew

Item 3

alchemical consumable processed 

Price 10 gp

Usage held in 2 hands; Bulk L

Activate 10 minutes Interact

Category Consumable

Alchemical reagents add punch to tracker's stew: a rich, fiery mixture of tomatoes, ground nuts, onions, and tubers, often with poultry added. It's usually served with or over rice or noodles. Once you've eaten the stew, it improves your ability to sense and follow tracks for 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to Survival checks to Cover Tracks and Track. You can do either while moving at full speed or both while moving at half speed.

Treasure Vault, page 51.

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Tracking Fulu

Item 5

abjuration consumable fulu magical 

Price 25 gp

Usage affixed to creature or object

Activate [F] envision

Category Consumable

Used covertly by assassins and spies, this pair of fulus stick to one another when created but can be easily separated. Affix one fulu to a target before activating its pair. When activated, the unaffixed fulu flutters toward the affixed one at a speed of 30 feet per round, traveling for up to 1 hour and fluttering more rapidly the closer it comes to its pair. The unaffixed fulu always moves in a straight line towards the affixed fulu; it can't solve mazes or find its way through winding paths.

Secrets of Magic, page 161.

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Trackless

Item 6+

abjuration magical 

Usage applied to footwear

Category Rune

Trackless runes are common among hunters and trappers, as well as thieves and anyone fleeing pursuit. While wearing trackless footwear, you have a +4 item bonus to the DC to track you. However, this bonus doesn't stack with the status bonus from pass without trace.

Type trackless; Level 6; Price 225 gp

Type greater trackless; Level 10; Price 900 gp

The rune has an activation.

Activate [>>] command, envision; Frequency once per day; Effect You extend the effect of your rune out to a 20-foot emanation. The emanation remains for 8 hours, affecting up to 10 creatures of your choice within the area. You can Dismiss this effect.

Treasure Vault, page 145.

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Trackless

Item 6

abjuration magical 

Price 225 gp

Usage applied to footwear

Category Rune

Trackless runes are common among hunters and trappers, as well as thieves and anyone fleeing pursuit. While wearing trackless footwear, you have a +4 item bonus to the DC to track you. However, this bonus doesn't stack with the status bonus from pass without trace.

Main Item: Trackless

Treasure Vault, page 145.

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Tradecraft Tattoo

Item 9+

conjuration invested magical tattoo 

Usage tattooed on the body; Bulk —

Category Tattoo

Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they take the form of artistic patterns or depict tools of the trade, such as anvils, paintbrushes, or trowels. You gain a +2 item bonus to Crafting checks. Furthermore, when you roll a critical failure on a Crafting check to Earn Income, treat it as a failure instead.

Activate 1 minute (envision, Interact); Frequency once per day; Effect The tattoo casts creation. You choose the item and its appearance, and whether the spell is 4th or 5th level.

Type tradecraft tattoo; Level 9; Price 700 gp

Type greater tradecraft tattoo; Level 17; Price 13,000 gp

The item bonus to Crafting checks is +3. The creation spell's duration is unlimited but ends when you Activate the tattoo again.

Treasure Vault, page 122.

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Tradecraft Tattoo

Item 9

conjuration invested magical tattoo 

Price 700 gp

Usage tattooed on the body; Bulk —

Category Tattoo

Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they take the form of artistic patterns or depict tools of the trade, such as anvils, paintbrushes, or trowels. You gain a +2 item bonus to Crafting checks. Furthermore, when you roll a critical failure on a Crafting check to Earn Income, treat it as a failure instead.

Activate 1 minute (envision, Interact); Frequency once per day; Effect The tattoo casts creation. You choose the item and its appearance, and whether the spell is 4th or 5th level.
Main Item: Tradecraft Tattoo

Treasure Vault, page 122.

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Traefibroum's Astrolabe

Item 3

uncommon 

Price 50 gp

Usage held in 2 hands; Bulk L

Category Held

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

A traefibroum's astrolabe contains additional stabilizers that make it suitable for use on moving surfaces, such as the deck of a ship.

Main Item: Astrolabe

LOPSG, page 35.

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Trail Warding Tattoo

Item 6

abjuration invested magical tattoo 

Price 250 gp

Usage tattooed on the body

Category Tattoo

Many cultures of Falavririak have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Neikhutaeth.

Activate [R] envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.

You gain resistance 2 to damage from hazardous terrain and environmental hazards at all times, which increases to 5 when the tattoo is activated.

Main Item: Warding Tattoo

Secrets of Magic, page 165.

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Traitor's Ring

Item 0

uncommon 

Access Member of a secret society

Price 15 sp

Usage worn; Bulk —

Category Worn Item

This ring has a thick band supporting a square-cut gem that can be customized to the buyer's preference. The thickness of the band allows it to be taken to any jeweler or blacksmith to be adjusted to different hands or fingers from the original make. There is a tiny clasp at the side of the gem that, when pressed, opens the gem, revealing a small, hinged compartment. This compartment is designed to hold one dose of poison, allowing wearers to slip the contents of the ring into the food or drink of an intended target. The compartment can be closed again by gently pressing the gem back into place.

Noticing the compartment requires a DC 15 Perception check for anyone inspecting the ring.

Dark Archive, page 78.

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Transposition Ammunition

Item 9+

uncommon conjuration consumable magical teleportation 

Ammunition any

Activate [>>] Interact

Category Consumable

Transposition ammunition has a milky-white cast and will sometimes shift position subtly of its own accord. When you activate the ammunition, instead of making your Strike against a foe, you fire transposition ammunition at any unoccupied square you can see within your weapon's first range increment and succeed without making an attack roll. You pull yourself through the Astral Plane, teleporting along with any items you are holding into the square where you shot the ammunition. If this would carry along any other creature (even one in an extradimensional space), the activation fails.

Type transposition ammunition; Level 9; Price 125 gp

Type greater transposition ammunition; Level 15; Price 1,250 gp

When you teleport, you can take along up to two willing adjacent creatures. These creatures must each arrive in unoccupied squares adjacent to the transposition ammunition; if there's not enough space for both of them, you choose which one is teleported.

LOTGB, page 31.

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Transposition Ammunition

Item 9

uncommon conjuration consumable magical teleportation 

Price 125 gp

Ammunition any

Activate [>>] Interact

Category Consumable

Transposition ammunition has a milky-white cast and will sometimes shift position subtly of its own accord. When you activate the ammunition, instead of making your Strike against a foe, you fire transposition ammunition at any unoccupied square you can see within your weapon's first range increment and succeed without making an attack roll. You pull yourself through the Astral Plane, teleporting along with any items you are holding into the square where you shot the ammunition. If this would carry along any other creature (even one in an extradimensional space), the activation fails.

Main Item: Transposition Ammunition

LOTGB, page 31.

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Traveler's Any-tool

Item 6

magical transmutation 

Price 200 gp

Usage held in 2 hands; Bulk 1

Category Held

Before it's activated, this item appears to be an ash rod capped with steel on either end.

Activate [>>] Interact, envision; Effect You imagine a specific simple tool, and the any-tool transforms into it.

(Usually, you can choose from a tool listed in Chapter 6). This transforms the wooden portion into any haft and the metal caps into spades, hammer heads, or the like, allowing for most basic tools but nothing more complex. You can return the item to its rod form with an Interact action.

Core Rulebook, page 576.

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Traveler's Chair

Item 1

Price 5 gp

Bulk 3

Category Wheelchair Assistive Item

This wheelchair is tailored for adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A traveler's chair has small mechanisms, either made from interlocking wood pieces, clockwork, or other devices, that allow the chair to traverse up or down stairs without any additional difficulty (moving up stairs is still difficult terrain, just like for other characters), and move through other such environments that adventurers and travelers encounter without any additional difficulty, such as ladders and uneven ground.

Magical Wheelchairs The following wheelchairs use technology and magic for incredible effects, in addition to the basic benefits granted from the base wheelchair (typically a traveler's chair).

Guns & Gears, page 91. Expanded in LOTGB.

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Traveler's Cloak

Item 1

uncommon 

Access Kaetiarn have access to this item.

Price 7 gp

Bulk L

Category Adventuring Gear

These cloaks are designed to accommodate long treks through various climates. Traveler's cloaks for hot climates might be bleached white and created from lighter materials, while those intended for cold climates are made of thicker materials and have linings intended to retain heat. While wearing a traveler's cloak for the appropriate type of weather, increase the time it takes to become fatigued from temperature effects by 2 hours (Core Rulebook 518). A traveler's cloak has no effect at extreme or incredible temperatures.

LOKL, page 86.

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Traveling Companion's Chair

Item 1

barding companion 

Price 4 gp

Bulk 1

Category Companion

This more robust assembly is well suited for longer travel and all manner of adventuring. As with the traveler's chair, small mechanisms built into the wheels and support struts allow the user to traverse up and down stairs without any additional difficulty (though moving up stairs is still difficult terrain, just like for other adventurers) and move without additional difficulty through ladders, uneven ground, and other common adventuring terrain.

Treasure Vault, page 106.

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Traveling Tank

Item 0

Price 10 gp

Category Animal Caretaking Adventuring Gear

No entries found.

Main Item: Tank

LOTG, page 103.

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Treats

Item 0

Category Animal Caretaking Adventuring Gear

No entries found.

Type standard; Price 1 cp

Type unique; Price 1 sp

LOTG, page 103.

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Trebuchet

Item 10

uncommon gargantuan mounted 

Price 2,000 gp; Ammunition stones (0 gp, 6 Bulk)

Usage mounted; Space 25 feet high, 25 feet long, 15 feet wide

Crew 4 to 6

AC 24; Fort +21, Ref +16

Hardness 17, HP 68 (BT 34); Immunities object immunities

Built with a long wooden arm and a heavy counterweight, a trebuchet can hurl massive projectiles from a large sling, releasing the projectile at the ideal point in the arm's arc.

Aim [>>] 100 feet, minimum distance 200 feet
Load [>>] (manipulate) 3 times, requires a successful DC 20 Athletics check
Launch [>] (attack, manipulate, range increment 400 feet) 8d10 bludgeoning, 20-foot burst, DC 26 Reflex

Guns & Gears, page 76.

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Tree Feather Token

Item 6

conjuration consumable magical 

Price 38 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 token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree continues to live and grow if conditions are favorable.

Main Item: Feather Token

Core Rulebook, page 570. Reprinted in BB.

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Tremorsensors

Item 4

uncommon adjustment mechanical 

Price 100 gp

Usage affixed to armor; Bulk L

Category Adjustment

These small, metallic devices resemble squashed spheres. They each contain a tiny gyroscope that's incredibly sensitive to vibrations in the earth. While typically worn on one's footwear, the device can be affixed to any part of your armor.

Activate [F] Interact; Frequency once per day; Effect You stomp a foot, clap your hands, or create some other source of sound, gaining tremorsense as an imprecise sense with a range of 20 feet for the next 10 minutes.

Treasure Vault, page 109.

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Tri-bladed Katar

Item

uncommon disarm fatal d8 monk 

Price 8 sp

Bulk L

Damage 1d4 piercing

Hands 1

Category Simple Melee Weapon; Group Knife

This punching dagger resembles the standard katar, save that a pair of blades can be folded out from the center blade, transforming the weapon into a starburst shape well suited to catching foes' weapons.

LOTGB, page 107.

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Triadraile's Fang

Item 15

unique evocation fire magical poison 

Usage held in 1 hand; Bulk 1

Category Poison

This +2 greater striking hand cannon is carved and crafted from a single large fang, worn with age and cracked with red lines. The tip of the fang has been filed down, but still leaks black fluid occasionally. It was fashioned from the tooth of the tor linnorm Triadraile by a half-Shoufalam gunsmith from Moutriavriam who sought the title of fistus king. Though the smith failed to slay the linnorm, he did claim the mighty dragon's tooth and fashion it into a magic firearm that still drips warm venom. Triadraile survived the encounter with her attacker and slew the gunsmith years later, though by then the smith had already bequeathed the weapon to his chosen heir and it was far out of her grasp. The linnorm still searches for her missing tooth, portending potential doom for the weapon's owner.

The weapon deals an additional 2d6 fire damage on a successful Strike, plus 3d10 persistent fire damage on a critical hit. Fire damage dealt by this weapon (including persistent fire damage and damage from Triadraile's Venom) ignores the target's fire resistance.

Activate [>>>] command, envision; Frequency once per day; Effect You call upon Triadraile's power to gain the magic of a linnorm for a brief time. For 1 minute, you gain the effects of fly, freedom of movement, and true seeing as well as fire resistance 20.
Activate [>] Interact; Frequency once per minute; Effect You soak your shot in the fluid of the fang, imbuing it with Triadraile's venom. The next Strike you make with Hydalf's Fang before the end of your next turn delivers the venom to the target.

Triadraile's Venom (fire, injury, poison) Saving Throw DC 34; Maximum Duration 3 rounds; Stage 1 3d6 fire damage and sickened 1; Stage 2 6d6 fire damage and sickened 2.

Guns & Gears, page 164.

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Triangular Seventh Prism

Item 3

catalyst consumable magical 

Price 10 gp

Usage held in 1 hand; Bulk L

Activate Cast a Spell

Category Consumable

Beloved by the church of the Seventh Veil, a seventh prism is a crystal that disperses its internal light, casting an aurora of color. If you use a seventh prism to cast color spray, targets are dazzled for twice as long as their saving throw indicates.

On a critical failure, the target is dazzled for 1 minute after its blinded condition ends. Motes of shifting rainbow hues cloud the eyes, making it difficult to see details.

Main Item: Seventh Prism

Treasure Vault, page 75.

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Triangular Teeth

Item 2

abjuration invested magical tattoo 

Price 33 gp

Usage tattooed on the body; Bulk —

Category Tattoo

Rows of triangles symbolizing shark teeth protect you from danger and enable you to take fierce retaliation against those who try to harm you. Seafarers, especially those on the seas of Grarirn, wear these tattoos in patterns, with multiple rows of regular triangles. You gain a +1 item bonus to Survival checks to navigate bodies of water.

Activate [R] command; Frequency once per day; Trigger You would be hit by an attack against your AC; Effect You gain a +1 circumstance bonus to AC against the attack, or a +2 circumstance bonus if the attacker is in water or has the amphibious, aquatic, or water trait. Whether the attack hits or misses, you gain a +2 status bonus to damage with the next Strike you make against the attacker before the end of your next turn.

Treasure Vault, page 122.

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Trickster's Mandolin

Item 4+

coda illusion occult staff 

Usage held in 2 hands; Bulk L

Category Coda

Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to Deception and Performance checks.

Activate [>] envision; Effect You change the instrument's color and shape to one you prefer, and you can turn it into a different handheld string instrument that takes two hands to play.
Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list.

Type trickster's mandolin; Level 4; Price 90 gp

Type greater trickster's mandolin; Level 8; Price 460 gp

Type major trickster's mandolin; Level 12; Price 1,900 gp

The item bonuses are +2.

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

Treasure Vault, page 137.

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Trickster's Mandolin

Item 4

coda illusion occult staff 

Price 90 gp

Usage held in 2 hands; Bulk L

Category Coda

Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to Deception and Performance checks.

Activate [>] envision; Effect You change the instrument's color and shape to one you prefer, and you can turn it into a different handheld string instrument that takes two hands to play.
Activate Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list.

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

Main Item: Trickster's Mandolin

Treasure Vault, page 137.

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Tricky Pick

Item

uncommon backstabber fatal d10 kobold modular b, p, or s 

Price 10 gp

Bulk 1

Damage 1d6 modular

Hands 1

Category Advanced Melee Weapon; Group Pick

This ingenious kobold pick conceals several hidden traps, which the wielder can activate to trick and befuddle foes with a variety of damaging blades and bludgeoning surfaces.

LOAG, page 139.

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Trident

Item

thrown 20 ft. 

Price 1 gp

Bulk 1

Damage 1d8 piercing

Hands 1

Category Martial Melee Weapon; Group Spear

This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown.

Core Rulebook, page 281.

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Triggerbrand

Item 1

uncommon combination 

Price 10 gp

Bulk 1

Ranged

Traits concussive, fatal d8

Damage 1d4 piercing

Ammunition round; Range 30 ft.; Reload 1

Group Firearm

Melee

Traits critical fusion, finesse, versatile s

Damage 1d6 piercing

Group Sword

Hands 1

Category Martial Ranged Weapon

This unusual combination weapon integrates features of a flintlock pistol and a shortsword. Like other combination weapons, a wielder can transform it between ranged and melee modes as an Interact action.

LOIL, page 107.

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Trinity Geode

Item 3+

earth evocation magical spellheart 

Usage affixed to armor or a weapon

Category Spellheart

The crystal chamber within this split geode is divided into three lobes of equal size. The spell DC of any spell cast by Activating this item is 17.

Activate Cast a Spell; Effect You cast scatter scree.

Type trinity geode; Level 3; Price 60 gp

Type greater trinity geode; Level 8; Price 460 gp

Resistance when affixed to armor is 3, extra damage affixed to a weapon is 1d6, and spell DC is 24.

Activate Cast a Spell; Frequency once per day; Effect You cast meld into stone.

Type major trinity geode; Level 12; Price 1,900 gp

Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d8, and spell DC is 29.

Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level meld into stone.
Activate Cast a Spell; Frequency once per day; Effect You cast spike stones.

Secrets of Magic, page 171.

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