43 items, from Trinity Geode to Tyrant's Writs.
Trinity Geode · Trip Snare · Triple Ronas's Brew · Tripod · Tripod, Shielded Portable Weapon Mount · Triton's Conch · Troll Hide · Trollhound Vest · Troubadour's Cap · True Ablative Armor Plating · True Ablative Shield Plating · True Elixir of Life · True Endless Grimoire · True Eye Slash · True Faith Tattoo · True Library Robes · True Life Shot · True Name Amulet · True Numbing Tonic · True Quenching · True Sapling Shield · True Serpent Oil · True Staff of Healing · True Staff of Impossible Visions · True Staff of Providence · True Staff of the Desert Winds · True Staff-Storing Shield · True Stanching · True Wovenwood Shield · Trueshape Bomb · Trueshape Bomb · Truesight Potion · Trustworthy Round · Truth Potion · Turnabout Shield · Turtle · Turtle Heartening Missive · Tusk And Fang Chain · Twilight Lantern · Twining Chains · Twining Staff · Tyrant Ampoule · Tyrant's Writs
Item 3
Price 60 gp
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.
Secrets of Magic, page 171.
Snare 4
Price 15 gp
Category Snare
You set a cunning wire to trip a creature. A Medium or smaller creature that enters this snare's square must attempt a DC 20 Reflex save.
If you want to create a trip snare to trip a larger creature, you must create a group of contiguous snares of a length equal to the edge of that larger creature's space, and the creature must be moving such that it moves into the full set of snares.
For example, three trip snares in a 15-foot-line can trip a Huge creature coming down a corridor into the line of snares.
Critical Success The creature is unaffected.Success The creature is flat-footed until the start of its next turn.Failure The creature falls prone.Critical Failure The creature falls prone and takes 1d6 bludgeoning damage.Core Rulebook, page 591.
Item 18
Price 3,200 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
Ronas's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against fear effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you use this breath weapon, you can't do so again for 1d4 rounds.
Critical Success The creature is unaffected.Success The creature is clumsy 1 and stupefied 1 for 1 round.Failure The creature is clumsy 1 and stupefied 1 for 1d4 rounds.Critical Failure The creature becomes clumsy 2, stupefied 2, and sickened 1. The clumsy and stupefied conditions last until 1d4 rounds after the sickened condition ends.The save DC is 40.
Main Item: Ronas's BrewTreasure Vault, page 88.
Item
Price 2 sp
Bulk 1
Hands 2
Category Adventuring Gear
Tripods are designed for use with kickback weapons, as a way for gunslingers with lower strength to accurately use these more powerful weapons by sacrificing mobility instead. They can be set up and attached to a firearm with a single Interact action using one hand, setting the tripod in your square. While this sturdy piece of engineering is in use, you don't take the –2 penalty for firing a kickback weapon, even if your Strength isn't high enough to avoid the penalty. However, you must retrieve the tripod with a single Interact action before you can move the firearm to a different position. Normally, when you're hidden or undetected, you become observed if you do anything except Hide, Sneak, or Step. However, deploying or retrieving a tripod with an Interact action doesn't automatically make you observed, so long as you don't set up or remove the tripod when it's in a spot where creatures can see the tripod itself.
Guns & Gears, page 178.
Item 3
Price 50 gp
Bulk 1
Category Stabilizers Customization
Powerful firearms like the arquebus were originally used to defend fortifications or ships, mounted on casements or pintles to steady their aim and offset their recoil. More mobile means of stabilizing weapons with kickback were developed as firearms began to spread across the Graikitain Sea.
The standard tripod takes an Interact action to deploy using one hand.
A shielded tripod resembles a squat shield on a tripod. You can deploy and retrieve a shielded tripod with an Interact action, as normal, but while a shielded tripod is in your square, you can use the Take Cover action to gain standard cover behind the tripod's shield. You can't use this cover to Hide or Sneak, as normal for times when your cover still leaves your position obvious.
Main Item: Portable Weapon MountGuns & Gears, page 182.
Item 9
Price 640 gp
Usage held in 1 hand; Bulk L
Category Held
If you put this large opalescent conch shell to your ear, you can hear the sound of the roaring sea crashing against the shore.
Core Rulebook, page 576.
Item 15
Price 6,000 gp
Usage worn armor; Bulk 2
Activate Interact
Category Armor
Tissue from a living troll has been integrated through this hide armor. This armor has two organic receptacles on its back that can each hold a single elixir of life. One elixir takes 3 Interact actions to install. For the armor to function properly, each elixir must be the same level. A loaded suit of troll hide can be activated, causing regenerating tissue from the armor to fill your wounds. At the start of each round, you regain Hit Points equal to the level of the loaded elixirs.
Each time you regain at least 13 Hit Points from the armor, you regrow one damaged or ruined organ. During a round that you regain 9 or more Hit Points from the armor, you can reattach severed body parts by spending an Interact action to hold the body part to the area it was severed from. If you take acid or fire damage, the armor deactivates until the end of your next turn. In the event the armor itself is damaged, it will restore its own Hit Points before it resumes healing you. The regeneration lasts for 8 rounds. Once activated, the armor can't be deactivated. The armor uses up the elixirs of life during the duration and can't be activated again until two new ones are installed.
Treasure Vault, page 65.
Item 6
Price 230 gp
Usage worn armor; Bulk 2
Category Armor
This suit of +1 hide armor is sickly green and covered in thick warts and nodules, fashioned from the hide of a trollhound and imbued with some of the beast's vitality.
Wearing this armor gives you a –1 circumstance penalty to all checks made using Diplomacy to interact with trolls and a +1 circumstance bonus to Diplomacy checks used to Make an Impression in communities traditionally plagued by troll attacks.
Craft Requirements The initial raw materials must include the hides of at least two trollhounds (Bestiary 2 268).
Treasure Vault, page 19.
Item 17
Price 15,000 gp
Usage worn cap; Bulk —
Category Apex
This jaunty cap can take the form and color of any type of hat you wish upon investing the item, but it always has a peacock feather jutting out from one side. You gain a +2 item bonus to Diplomacy and Performance checks while wearing the cap.
When you invest the cap, you either increase your Charisma score by 2 or increase it to 18, whichever is higher.
Treasure Vault, page 104.
Item 19
Price 8,000 gp
Usage attached
Category Consumable
Ablative armor plating is additional plating, combined with springs, clever clockwork, and improvised padding, to absorb damage by knocking the additional pieces free. The pieces slowly come apart on their own with time and movement.
The process of attaching the plating takes 10 minutes and grants the wearer of the armor 40 temporary Hit Points that last for 1 hour or until lost. Removing the plating early destroys it.
Main Item: Ablative Armor PlatingGuns & Gears, page 66.
Item 19
Price 8,000 gp
Usage attached
Category Consumable
Ablative shield plating is an amalgam device that provides a layer of additional protection for a shield. Ablative shield plating is cobbled together from parts of other shields, wires, scraps, and bits of detritus, adding mass to a shield. The process of attaching ablative shield plating takes 10 minutes, and you can't attach ablative shield plating to a shield that has any other attached item, such as a shield boss or shield spikes.
When the shield is damaged, this additional material crumples, breaks, and falls apart, absorbing some of the energy of the blow. Otherwise, the additional material slowly crumbles over time. Applying the plating grants the shield 40 temporary Hit Points that last for 1 hour or until lost. Removing the plating early destroys it.
Main Item: Ablative Shield PlatingGuns & Gears, page 67.
Item 19
Price 3,000 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Elixirs of life accelerate the body's natural healing processes and immune system. Upon drinking this elixir, you regain 10d6+27 Hit Points and gain a +4 item bonus to saving throws against diseases and poisons for 10 minutes.
Main Item: Elixir of LifeCore Rulebook, page 548.
Item 18
Price 23,000 gp
Bulk L
Category Grimoire
When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +3 item bonus to checks to Learn a Spell if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 7th-level spell.
Main Item: Endless GrimoireSecrets of Magic, page 162.
Item 17
Price 15,000 gp
Usage tattooed on the body; Bulk —
Category Tattoo
Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye.
The tattoo also grants you a +3 item bonus to Perception checks that involve sight.
Main Item: Eye SlashTreasure Vault, page 120.
Item 16
Price 8,000 gp
Usage tattooed on the body; Bulk —
Prerequisites worshipper of a deity, alignment matching the deity's follower alignments
Category Tattoo
You have marked your body to show your devotion to a deity. This tattoo could be the deity's religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit.
If you cease meeting the prerequisites, the tattoo fades, and you lose its benefits until you perform an atone ritual and meet the prerequisites thereafter.
The spell is 7th level, and its DC is 35.
Craft Requirements silver worth 2 gp to include in the ink
Main Item: Faith TattooTreasure Vault, page 120.
Item 19
Price 36,000 gp
Usage worn armor; Bulk L
Category Armor
These +1 resilient scroll robes magically store a spell for you.
During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' inscribed trait, but without needing to go through the normal scribing process.
You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe.
The armor is +3 greater resilient scroll robes, and the spell can be 9th level or lower.
Main Item: Library RobesTreasure Vault, page 15.
Item 20
Price 9,000 gp
Ammunition round
Activate Interact
Category Consumable
Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is flat-footed against it.
The ammunition restores 10d4+14 Hit Points, and the bonus is +4.
Main Item: Life ShotTreasure Vault, page 43.
Item 5+
Usage worn amulet
Category Worn Item
This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested.
If you can read the language in which the name is written, that creature always takes the effects of invoke true name against your spells (with a spell level equal to half the item's level, rounded up). In addition, when the creature uses any magical effect against you, you can immediately attempt to counteract it using Arcana, Nature, Occult, or Religion for the counteract check and the true name amulet's level to determine the counteract level.
Legendary amulets bearing the true names of creatures of level 21+ may exist.
Type lesser true name amulet; Level 5; Price 150 gp
Type moderate true name amulet; Level 10; Price 850 gp
Type greater true name amulet; Level 15; Price 5,500 gp
Type major true name amulet; Level 20; Price 55,000 gp
Secrets of Magic, page 247.
Item 19
Price 8,000 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.
You gain 25 temporary Hit Points.
Main Item: Numbing TonicTreasure Vault, page 60.
Rune 18
Price 24,000 gp
Usage etched onto armor
Category Rune
This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance).
The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent acid or fire damage).
Main Item: QuenchingTreasure Vault, page 13.
Item 18
Price 20,220 gp
Usage held in 1 hand; Bulk 2
Category Held
This surprisingly weighty, though well-balanced, wooden buckler is emblazoned with the image of a sapling. The sapling withers as the shield takes damage.
The buckler has Hardness 15, HP 120, and BT 60.
Main Item: Sapling ShieldTreasure Vault, page 22.
Item 15
Price 1,100 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed.
The oil can be applied to a Huge object, producing a giant anaconda.
Main Item: Serpent OilTreasure Vault, page 87.
Item 16
Price 9,200 gp
Usage held in 1 hand; Bulk 1
Category Staff
Made of smooth, white wood, this staff is capped at each end with a golden cross adorned with a multitude of ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or using charges from the staff.
The item bonus granted to heal spells is +4.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff of HealingCore Rulebook, page 594.
Item 20
Price 70,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes, using your normal visual senses (including any benefits of spells affecting your vision, like see invisibility). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners.
The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff Of Impossible VisionsAdvanced Player’s Guide, page 263.
Item 20
Price 64,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus on Survival checks to Sense Direction or Subsist, and to Religion checks to Recall Knowledge.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff Of ProvidenceAdvanced Player’s Guide, page 264.
Item 20
Price 70,000 gp
Usage held in 1 hand; Bulk 1
Category Staff
This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. When wielding this staff in deserts, you gain a +1 circumstance bonus to Survival checks to Subsist, Track, and Cover Tracks.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Staff Of The Desert WindsSecrets of Magic, page 190.
Item 20
Price 55,000 gp
Usage held in 1 hand; Bulk 1
AC Bonus +2; Hardness 16; HP 96; BT 48
Speed Penalty —
Category Held
This magically reinforced wooden shield normally has a blank face. It can absorb a staff and transform between a shield and staff. When you prepare a staff, you can hold it up to the shield, at which point the items will merge, and the shield's face becomes an image corresponding to the type of magic, such as a skull for a staff of necromancy.
Secrets of Magic, page 190.
Rune 17
Price 12,500 gp
Usage etched onto armor
Category Rune
These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end persistent bleed damage from 15 to 12 (7 with particularly effective assistance).
The DC of the flat check is reduced from 15 to 5 (particularly effective assistance automatically removes the persistent bleed damage).
Main Item: StanchingLOTGB, page 39.
Item 19
Price 34,000 gp
Usage held in one hand; Bulk 1
Category Held
This magically reinforced wooden shield is made by skilled Treikril mages, who've developed unique spells for reinforcing wood collected from their forests. Each shield is embossed with the signatures of the mage and artisan who crafted it.
This shield has Hardness 17, Hit Points 136, and Broken Threshold 68.
Main Item: Wovenwood ShieldLOTGB, page 81.
Item 12+
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Concentrated wolfsbane and other anti-braefaedath reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, persistent poison damage, and poison splash damage, according to their type. If the primary target is under the effects of a morph or polymorph effect, it must succeed at a Fortitude saving throw at the bomb's listed DC, or else the effects end and the creature returns to its normal form. Targets taking persistent poison damage from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a morph or polymorph effect.
The persistent damage can last up to 1 minute.
Type trueshape bomb; Level 12; Price 375 gp
You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The Fortitude DC is 30.
Type greater trueshape bomb; Level 18; Price 3,750 gp
You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The Fortitude DC is 40.
Treasure Vault, page 45.
Item 12
Price 375 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Concentrated wolfsbane and other anti-braefaedath reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, persistent poison damage, and poison splash damage, according to their type. If the primary target is under the effects of a morph or polymorph effect, it must succeed at a Fortitude saving throw at the bomb's listed DC, or else the effects end and the creature returns to its normal form. Targets taking persistent poison damage from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a morph or polymorph effect.
The persistent damage can last up to 1 minute.
You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The Fortitude DC is 30.
Main Item: Trueshape BombTreasure Vault, page 45.
Item 16
Price 1,500 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
Upon drinking this clear, refreshing potion, you can see things as they actually are. You gain the benefits of a 7th-level true seeing spell that has a counteract modifier of +25.
Core Rulebook, page 564.
Item 3
Price 9 gp
Ammunition any
Activate command
Category Consumable
This ammunition was developed in Zouzeikod to minimize casualties to friendly fire, and is always marked by a burnished copper head or tip so it can be easily identified. Before you can fire a trustworthy round, you must call out a target. You don't need to specify a name; the target could be "The angry tiger attacking our group on the left." The round will only hit the specified target and will turn to gossamer dust midair if it misses the intended target or comes into contact with anything else; this also prevents abilities that redirect attacks. The round doesn't have any capabilities beyond your own to determine whether someone is who you think they are, so you can't use it to determine a disguised creature's identity.
If you specify a target of "Dufiax" and shoot someone disguised as Dufiax who you thought was Dufiax, the attack will still hit, whereas if you were about to hit a disguised Dufiax who you didn't recognize to be Dufiax, the round would dissolve.
Guns & Gears, page 171.
Item 6
Price 46 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
For 10 minutes after drinking this astringent potion, you can't intentionally lie and may be compelled to tell the truth.
Upon drinking the potion, attempt a DC 19 Will save. You can voluntarily fail or critically fail.
Success The potion does not affect you.Failure When you speak, you must tell the truth.Critical Failure As failure, and when someone asks you a question, you must attempt another DC 19 Will saving throw. If you fail this saving throw, you must answer the question truthfully if you are able to do so; if you succeed, you are temporarily immune to further attempts to ask the same question within the potion's duration.Core Rulebook, page 564.
Item 9
Price 600 gp
Usage held in 1 hand; Bulk 1
Category Held
The face of this standard-grade silver salvo shield (Hardness 7, HP 28, BT 14) is polished to a mirror finish.
Treasure Vault, page 23.
Item 0
Price 3 sp
Category Pet
No entries found.
LOTG, page 103.
Item 6
Price 50 gp
Usage held in 1 hand; Bulk —
Activate envision, Interact
Category Missive
You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours.
It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours.
If the missive fails to reach its recipient in 24 hours, it returns to its sender at the same pace, becoming non‑magical when it arrives. After imparting or losing its magic, the missive remains as a normal document.
Folded into a square‑shelled turtle, this missive grants the recipient a firm sense of self and serenity. The recipient gains a +1 item bonus to Will saves for the next 24 hours.
Main Item: Heartening MissiveTreasure Vault, page 85.
Item 16
Price 1,800 gp
Usage affixed to armor
Activate envision; Trigger You Grab or restrain a creature or become grabbed or restrained by a creature
Category Talisman
This length of silver chain has a tiger's fang on one end and the tip of a dire boar's tusk on the other. When you activate the chain, an ephemeral chain encircles the target creature's head and a cacophony of animal sounds clouds its mind. It must attempt a DC 35 Will save.
Critical Success The creature is unaffected.Success The creature is confused on its next action.Failure The creature is confused for 1 round.Critical Failure The creature is confused for 1 minute and the creature doesn't receive a flat check to end its confusion if it takes damage. At the end of each of its turns, it attempts a new Will save, ending the effect on a success.Item 6+
Usage held in 1 hand; Bulk L
Category Held
This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars in a night sky. The lantern uses oil as a standard hooded lantern, except that any light the lantern emits is converted into magical light similar to moonlight. This magical moonlight is always dim light.
The light can have a minimum radius of 5 feet and a maximum radius equal to double the light's standard radius.
Type lesser; Level 6; Price 235 gp
Type moderate; Level 10; Price 850 gp
The counteract modifier is +17, and the maximum radius is equal to triple the light's standard radius.
Type greater; Level 14; Price 3,700 gp
As moderate twilight lantern, but the counteract modifier is +21.
Type major; Level 18; Price 18,750 gp
The counteract modifier is +28, and the maximum radius is equal to quadruple the light's standard radius.
Strength of Thousands #4: Secrets of the Temple-City, page 76.
Item 1
Price 5 gp
Usage applied to armor; Bulk 1
Category Armor Adjustment
This set of chains is completely covered with spikes and sharp blades. Not balanced for weapon use, twining chains are instead wrapped around a user's body as a deterrent to attackers—and, for some, a fashion statement. While wearing twining chains, you gain the Thorns reaction. In addition to their dangers, twining chains' weight also increases your armor's Bulk by 1, Strength entry value by 2, and check penalty by 2.
LOTGB, page 104.
Item 6
Price 250 gp
Usage held in 1 or 2 hands; Bulk — to 2
Category Weapon
Appearing to be just a small, flat disc made of twigs, this item can grow and shrink.
When you expand the item, you can use the force of the expansion to High Jump or to try to Force Open a door or the like by wedging the disc into a gap before activation. The staff makes the Athletics check with a +15 modifier.
Core Rulebook, page 602.
Item 10
Price 175 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
The body of a fearsome tyrannosaurus is shrunken and contained in this bottle, its desiccated form barely constrained within the glass. The effigy of a Gargantuan tyrannosaurus forms when you open the bottle, causing devastation as it rampages. The tyrannosaurus Strides up to 40 feet. It can move through the spaces of Huge or smaller creatures and can attempt to Trample each creature whose space it enters, dealing 2d10+12 bludgeoning damage with a DC 27 basic Reflex save. It can attempt to Trample each creature only once.
Craft Requirements Supply the corpse of a tyrannosaurus (Bestiary 101).
Treasure Vault, page 57.
Item 8
Price 500 gp
Bulk L
Category Grimoire
A spirited debate persists among scholars on whether the eponymous tyrant of this grimoire actually refers to Loulobreith, the necromancer Falaiziavrul, or even the goddess Trishil herself. This grimoire appears at first to be a series of writs that makes arrogant demands of the reader, those around them, and the universe. Anyone who gives these writings more than a cursory look realizes the writs hold spells much like any other grimoire, with the animate dead spell being particularly prominent. Tyrant's writs grants you the ability to demand more from the undead you animate.
LOIL, page 179.