Items: T (Part 1 of 3)

60 items, from Tablet of Chained Souls to Tiger Menuki.

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Part: 1 2 3

Tablet of Chained Souls · Tack · Tactician's Helm · Talespinner's Lyre · Taleteller's Ring · Talisman Cord · Talisman Cord · Talisman Of The Sphere · Talwar · Tamchal Chakram · Tanglefoot Bag · Tanglefoot Extruder · Tank · Tar Rocket Snare · Tattletale Orb · Taw Launcher · Teal Sprite Apple · Tear-away Clothing · Tears of Death · Tears Of The Last Driraithod · Tekko-Kagi · Telekinetic Converters · Temple Sword · Ten-Foot Pole · Tengu Gale Blade · Tent · Tentacle Cannon · Tentacle Cannon · Tentacle Potion · Terrifying Ammunition · The Whispering Reeds · Theatrical Mutagen · Thieves' Tools · Thieves' Tools · Third Eye · Thorn whip · Thoughtwhip Claw · Thousand-blade Thesis · Thousand-Pains Fulu · Thrasher Tail · Three Peaked Tree · Three-section Naginata · Thrice-fried Mudwings · Thrower's Bandolier · Throwing Knife · Throwing Shield · Thunder Helm · Thunder Sling · Thunder Sling · Thunder Snare · Thunderbird Tuft · Thunderblast Slippers · Thunderblast Slippers · Thundercrasher · Thundering · Thundering · Thundermace · Thunderstone · Thurible of Revelation · Tiger Menuki

Tablet of Chained Souls

Item 8

cursed magical necromancy 

Usage held in 2 hands; Bulk L

Category Held

Half-formed, unreadable runes drift across this weathered stone tablet, which resembles a tombstone too eroded to be legible. Created by a long-dead order of scholars dedicated to Grobreil, the tablet of chained souls can be a powerful tool in laying uneasy spirits to rest, but its magic exacts a heavy cost.

Activate [>>>] envision, Interact; Effect You present the tablet to a ghost, or lay it on a haunted site. The tablet's words resolve into a cryptic but accurate clue about the unfinished business that keeps this spirit from rest. Upon reading the tablet's words, you are subject to a geas that requires you to right that wrong and lay the ghost to rest. If you die without completing the task, you become a ghost, cursed to remain until another recovers the tablet and discharges your duty

Dark Archive, page 161.

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Tack

Item

Price 4 gp

Bulk 1

Category Adventuring Gear

Tack includes all the gear required to outfit a riding animal, including a saddle, bit and bridle, and stirrups if necessary. Especially large or oddly shaped animals might require specialty saddles. These can be more expensive or hard to find, as determined by the GM. The Bulk value given is for tack worn by a creature. If carried, the Bulk increases to 2.

Core Rulebook, page 288.

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Tactician's Helm

Item 5

invested magical transmutation 

Price 160 gp

Usage worn headwear; Bulk L

Category Worn Item

Repurposing and enchanting a helmet worn by a battlefield commander can create a tactician's helm, imparting knowledge of battlefield tactics that feeds off your minor victories. The helm grants you a +1 item bonus to Warfare Lore checks. Also, a jewel adorns the brow of the helmet. This jewel becomes charged each time you hit a creature with an Attack of Opportunity. A tactician's helm can hold up to 2 charges, and its charges reset to 0 when you invest it.

Activate [>] command; Frequency once per hour; Requirements The helm's jewel is charged; Effect One charge in the helm's jewel expires, and you choose one of the following effects.
  • Charge! Stride twice.
  • Move It! You gain a +2 status bonus to Acrobatics and Athletics checks until the end of this turn.
  • Protect! If you're wielding a shield, Stride to a space adjacent to an ally, then Raise your Shield.
  • Re-Arm! Interact up to three times. Each of these actions must be used to do something on Table 6–2: Changing Equipment (Core Rulebook 273).

Treasure Vault, page 152.

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Talespinner's Lyre

Item 11

uncommon auditory consumable illusion magical olfactory visual 

Price 235 gp

Usage held in 2 hands; Bulk L

Activate [>>] envision, Interact

Category Consumable

Plucking a talespinner's lyre while focusing on an event you witnessed causes the instrument to create an illusion in a 50-foot emanation that plays out your memory of the event in real time, complete with sights, sounds, and smells. You can Sustain the Activation for up to 1 minute to keep it playing. The scene reproduces only what's in its area, including nothing beyond that even if present in the memory. The scene is realistic, but all observers can clearly tell it's an illusion. Observers can't interact with the scene directly nor can they taste or touch elements of it to get a sensation you didn't personally experience, but they can attempt skill checks to discern more about the scene without altering its contents. For example, no one could see something you didn't, such as the true form of a creature polymorphed into a squirrel, but an observer might be able to use Perception and Sense Motive to discern the squirrel was acting unlike a squirrel should.

Once the magic is used, the lyre remains as a non-magical virtuoso instrument.

Treasure Vault, page 98.

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Taleteller's Ring

Item 9

cursed enchantment invested magical 

Usage worn ring; Bulk –

Category Worn Item

Smiling faces are inscribed about this silver band. You become a fluent weaver of fictions, gaining a +2 item bonus to Deception checks to Lie, Deception DCs against Sense Motive, and Performance checks for storytelling. Whenever you're under suspicion or being questioned by an authority figure, you find yourself compulsively spinning absurd, tall tales that are so unconvincing that they make you look guilty even when you're innocent. The ring's bonuses vanish, and any listener can quickly determine you're lying. Nevertheless, you're completely unable to be honest in such situations.

Dark Archive, page 161.

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Talisman Cord

Item 4+

uncommon abjuration invested magical 

Usage worn

Category Worn Item

This thin leather cord bears delicate runic markings and threads through an item that can bear affixed talismans.

When you Affix a Talisman to that item, you can thread the talisman onto the cord, activating the cord's preserving effects. The cord is attuned to a particular school of magic, chosen when the cord was created. It gains the corresponding trait for that school. When you activate a talisman threaded through a cord with the same magic school trait that's also the cord's level or lower, attempt a DC 16 flat check. On a success, that talisman is not consumed and can be used again.

Type lesser talisman cord; Level 4; Price 85 gp

Type talisman cord; Level 10; Price 850 gp

This cord is attuned to two schools of magic, and since it's higher level, it can hold higher-level talismans.

Type greater talisman cord; Level 16; Price 8,500 gp

The cord is attuned to three schools of magic, and since it's higher level, it can hold higher-level talismans.

LOPSG, page 118.

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Talisman Cord

Item 10

uncommon abjuration invested magical 

Price 850 gp

Usage worn

Category Worn Item

This thin leather cord bears delicate runic markings and threads through an item that can bear affixed talismans.

When you Affix a Talisman to that item, you can thread the talisman onto the cord, activating the cord's preserving effects. The cord is attuned to a particular school of magic, chosen when the cord was created. It gains the corresponding trait for that school. When you activate a talisman threaded through a cord with the same magic school trait that's also the cord's level or lower, attempt a DC 16 flat check. On a success, that talisman is not consumed and can be used again.

This cord is attuned to two schools of magic, and since it's higher level, it can hold higher-level talismans.

Main Item: Talisman Cord

LOPSG, page 118.

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Talisman Of The Sphere

Item 20

rare artifact evocation magical 

Usage held in 1 hand

Category Artifact

This loop of adamantine can be slung on a chain to be worn as a necklace, but must be held to convey its benefits. A creature that can't cast either arcane or occult spells takes 8d6 mental damage just from picking up the item, and they take that damage again at the start of each of their turns if they continue to hold it.

If the wielder can cast arcane or occult spells, they can use the talisman of the sphere to more easily control a sphere of annihilation. This reduces the DC of the check to control the sphere or Sustain the Activation by 10.

Destruction The talisman of the sphere is destroyed if touched by a sphere of annihilation.

Gamemastery Guide, page 113.

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Talwar

Item

forceful two-hand d10 versatile P 

Price 2 gp

Bulk 1

Damage 1d6 slashing

Hands 1

Category Martial Melee Weapon; Group Sword

Longer, and with less curve than a scimitar, this blade is ubiquitous in guard and mercenary groups throughout Stoubren.

LOIL, page 221.

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Tamchal Chakram

Item

uncommon agile deadly d6 finesse thrown 20 feet 

Price 5 gp

Bulk L

Damage 1d6 slashing

Hands 1

Category Advanced Melee Weapon; Group Dart

These circular weapons are among the many strange weapons used by urdefhans. The sharp metal circle contains numerous protruding blades, while an angled central handle provides a decent grip that spins the weapon as it's thrown.

Abomination Vaults #2: Hands of the Devil, page 73.

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Tanglefoot Bag

Item 1+

alchemical bomb consumable 

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

A tanglefoot bag is filled with sticky substances.

When you hit a creature with a tanglefoot bag, that creature takes a status penalty to its Speeds for 1 minute.

Many types of tanglefoot bag also grant an item bonus on attack rolls.

On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become unable to Fly again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water.

The target can end any effects by Escaping or spending a total of 3 Interact actions to carefully remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can provide the actions as well.

Type lesser; Level 1; Price 3 gp

The target takes a –10-foot penalty, and the Escape DC is 17.

Type moderate; Level 3; Price 10 gp

You gain a +1 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 19.

Type greater; Level 11; Price 250 gp

You gain a +2 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 28.

Type major; Level 17; Price 2,500 gp

You gain a +3 item bonus to attack rolls, the target takes a –20-foot penalty, and the Escape DC is 37.

Core Rulebook, page 545.

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Tanglefoot Extruder

Item 3

alchemical 

Price 50 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Held

This portable nozzle-and-trigger assembly based on spider spinnerets can extrude and weave alchemical adhesives into temporary constructions. As an Interact action, you can attach a tanglefoot bag to the extruder. A loaded tanglefoot extruder can be activated to consume the attached tanglefoot bag and convert it into a 30-foot rope, whip, or net, depending on the nozzle die you choose when activating the device. The created object lasts for 1 hour. The DC to Escape a created rope (if used to bind a creature) or net is equal to the consumed tanglefoot bag's DC and Escaping destroys the created object.

Treasure Vault, page 65.

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Tank

Item 0

Category Animal Caretaking Adventuring Gear

No entries found.

Type stationary; Price 1 gp

Type traveling; Price 10 gp

LOTG, page 103.

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Tar Rocket Snare

Snare 4

uncommon consumable mechanical snare trap 

Price 15 gp

Category Snare

You coat a small firework with a thick layer of resin and tar, so it sticks firmly onto a target. When a creature enters the square, the rocket launches at the creature and potentially sticks to it. You determine the direction the rocket faces when crafting the snare. The triggering creature must attempt a DC 20 Reflex save.

Critical Success The creature is unaffected.Success The creature is dealt a glancing blow by the rocket and becomes flat-footed until the start of its next turn.Failure The rocket's coating of tar and resin sticks to the creature, and it can't be shaken loose. The creature becomes flat-footed for 1 round, and clumsy 1 for 1 minute or until it Escapes (DC 20).Critical Failure As failure, but the creature takes a direct hit. It takes 2d6 bludgeoning damage and is pushed 10 feet in the direction the rocket faces.

LOTGB, page 27.

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Tattletale Orb

Item 14+

rare cursed divination magical scrying 

Usage held in 1 hand; Bulk 1

Category Held

A tattletale orb is a polished crystal sphere that appears to function as a crystal ball. If those whom you use the orb to scry on roll better than a critical failure on their saving throw, they receive a telepathic message alerting them to the scrying. A success or better at the save allows the target to choose to allow you to scry anyway, knowing they can use an aspect of the orb against you, according to the orb's type. A creature that rolls a critical success on the saving throw also learns your name and location. Once you Activate a tattletale orb or use it to cast one of your scrying spells, it fuses to you. You must succeed at a Will save, using the scrying Will DC of a crystal ball of the orb's type, to use another such device.

Tattletale orbs come in the same types as crystal balls, with the same activations and powers. However, your target must roll a critical failure on the saving throw for the orb to function as normal for that type of crystal ball.

Type clear quartz; Level 14

Type selenite; Level 15

The target is temporarily immune to the orb's see invisibility for 24 hours and can choose to be invisible to the orb's scrying during that time.

Type moonstone; Level 16

The target is temporarily immune to the orb's mind reading for 24 hours and can use mind reading against you instead, as if the target used the orb.

Type peridot; Level 17

The target can send you one telepathic demand.

Type obsidian; Level 19

The target is temporarily immune to the orb's true seeing for 24 hours. During that time, you see a false vision of the target's choice if you scry on the target. Despite being higher level than the spell, you can't disbelieve this illusion if scrying through the orb.

Treasure Vault, page 193.

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Taw Launcher

Item

uncommon conrasu deadly 1d10 modular b, p, or s 

Price 10 gp

Bulk 1

Damage 1d6 modular

Ammunition Wooden Taws; Range 100 ft.; Reload 1

Hands 2

Category Advanced Ranged Weapon; Group Bow

This complex device is a crossbow and fires small wooden bullets known as taws. A system of blades within the launcher can rapidly reshape a taw as it's loaded, allowing the launcher to fire taws of different shapes, such as fléchettes.

Treasure Vault, page 30. Originally in LOAG.

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Teal Sprite Apple

Item 6

alchemical consumable light 

Price 41 gp

Usage held in 1 hand; Bulk L

Activate 1 minute Interact

Category Consumable

A sparkling candy coating covers a sprite apple. For 10 minutes after consuming a sprite apple, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). While shedding this light, you can't be concealed if you're visible, and if you're invisible, you're concealed instead rather than being undetected. The light matches the vibrant color of the apple's candy coating. Creatures in the bright light are subject to another effect, depending on the type of apple.

Creatures in the bright light feel a sense of calm, gaining a +1 item bonus to saving throws against fear effects.

Main Item: Sprite Apple

Treasure Vault, page 51.

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Tear-away Clothing

Item 0

Price 5 sp

Usage modifies existing clothing

Category Clothing Adjustment

Performers and criminals are both known to use disposable clothing designed to be torn off the body quickly and easily.

This garment is loose enough to be worn over another outfit, including light armor. You can remove tear-away clothing with an Interact action. The price for tear-away clothing is to modify an existing outfit. If purchasing a new outfit, add the tear-away clothing's price to the outfit to modify it as part of the purchase.

LOTGB, page 93.

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Tears of Death

Item 20

alchemical consumable contact poison virulent 

Price 12,000 gp

Usage held in 2 hands; Bulk L

Activate [>] Interact

Category Poison

Tears of death are among the most powerful of alchemical poisons, distilled from extracts of five other deadly poisons in just the right ratios.

Saving Throw DC 46 Fortitude; Onset 1 minute; Maximum Duration 10 minutes; Stage 1 18d6 poison damage and paralyzed (1 round); Stage 2 25d6 poison damage and paralyzed (1 minute); Stage 3 30d6 poison damage and paralyzed (1 minute)

Core Rulebook, page 553.

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Tears Of The Last Driraithod

Item 25

unique arcane artifact invested transmutation 

Usage worn necklace; Bulk L

Category Artifact

This gold necklace sports six bails, each with a different aeon stone. The backside of each bail is engraved with a single ancient Driraithod rune: Patience, Remembrance, Resilience, Tenacity, Wisdom, Invention.

While a bail is active, you recall pieces of childhood memories, brief stories and lessons spoken to you by Giatevrin. The knowledge imparted by each bail carries a specific power but also allows you to access the invested and resonant powers of the aeon stone in the active bail's slot as though the stone orbited your head. Each day at dawn, a new bail becomes active; roll 1d6 to determine which bail is active, determined by the table below. Only one bail can be active at any time.

Once per day, you can attempt to exchange the aeon stone in a given bail for another aeon stone with a successful DC 35 Arcana check.

D6
Bail
Default Aeon Stone
1
Patience
Gold nodule
Active Power: Telepathy with a range of 100 feet
2
Remembrance
Tourmaline sphere
Active Power: Cast hypercognition at will
3
Resilience
Clear spindle
Active Power: Worn armor gains the antimagic property rune
4
Tenacity
Pink rhomboid
Active Power: Wielded weapons gain the vorpal property rune
5
Wisdom
Orange prism
Active Power: Skill checks for downtime activities or to Recall Knowledge are one degree of success higher
6
Invention
Lavender and green ellipsoid
Active Power: You can craft items up to 5 levels higher than your actual level

Destruction The memories and lessons that echo through the Tears of the Last Driraithod give clues about steps needed to destroy the artifact. After you have gained the power of each of the six aeon stones at least once, you are granted visions of six locations across Falavririak. At each of these locations, you must replace one of the necklace's aeon stones with a dull gray aeon stone. Once the final stone is replaced, the powers of the necklace are drawn into its new stones. These stones become pieces of throneglass, and the chain and bails disintegrate.

Extinction Curse #6: The Apocalypse Prophet, page 69.

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Tekko-Kagi

Item

uncommon agile disarm finesse parry trip 

Price 2 sp

Bulk L

Damage 1d4 slashing

Hands 1

Category Martial Melee Weapon; Group Brawling

Four curved blades attached to a sturdy handlebar give the wielder of this close-combat weapon the illusion of having claws that extend from their fist. Adherents of Bastet favor the tekko-kagi for catching their foes off guard.

Treasure Vault, page 25. Originally in LOGM.

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Telekinetic Converters

Item 12

rare invested magical transmutation 

Price 1,950 gp

Usage worn gloves; Bulk L

Category Worn Item

Copper cables run from these thick leather gloves to nodes that attach to the wearer's temples, allowing a spellcaster to convert the magic they normally cast to pure psychic intention. When you Cast a Spell using the telekinetic converters, you substitute any verbal spellcasting components for mental components of simple thought, granting the concentrate trait to the spell you're casting.

Activate [>>] Interact; Effect You cast telekinetic projectile as an occult cantrip, heightened to a spell level equal to half your level rounded up.
Activate [>>] Interact; Effect You cast your choice of telekinetic haul or telekinetic maneuver as a 5th-level occult spell, consuming one of your unexpended spell slots of the same level as if you had used it to cast the spell.

Gatewalkers #3: Dreamers of the Nameless Spires, page 75.

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Temple Sword

Item

uncommon monk trip 

Price 2 gp

Bulk 1

Damage 1d8 slashing

Hands 1

Category Martial Melee Weapon; Group Sword

This heavy blade is favored by guardians of religious sites. It has a distinctive, crescent-shaped blade that seems to be a mix of a sickle and sword. It often has holes drilled into the blade or the pommel so that bells or other holy trinkets can be affixed to the weapon as an aid for prayer or mediation.

Core Rulebook, page 281.

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Ten-Foot Pole

Item

Price 1 cp

Bulk 1

Hands 2

Category Adventuring Gear

When wielding this long pole, you can use Seek to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon.

Core Rulebook, page 288.

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Tengu Gale Blade

Item

uncommon agile disarm finesse tengu 

Price 4 gp

Bulk L

Damage 1d6 slashing

Hands 1

Category Martial Melee Weapon; Group Sword

This fan-shaped sword, designed by members of the tengu ancestry, has five broad blades that join at its hilt. Tengu sailors also use gale blades as makeshift weather vanes, as the sword spins to show the wind's direction when loosely held aloft.

Advanced Player’s Guide, page 248.

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Tent

Item

Hands 2

Category Adventuring Gear

No entries found.

Type Pup; Price 8 sp; Bulk L

Type Four-person; Price 5 gp; Bulk 1

Type Pavilion; Level 2; Price 40 gp; Bulk 12

Core Rulebook, page 288.

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Tentacle Cannon

Item 7+

uncommon evocation magical 

Usage held in 2 hands; Bulk 2

Category Beast Gun Weapon

A tentacle cannon is a +1 striking weapon, built using components from squids, krakens, and sometimes even stranger tentacled creatures like lomos. It's a distinct type of martial firearm that deals 1d8 piercing damage. It has the capacity 5, concussive, and fatal d12 traits, a range increment of 30 feet, and reload 2. The weapon itself resembles a five-barreled handheld cannon with each barrel made from a hollowed out tentacle.

Activate [>>] Interact (magical, transmutation); Effect You cause one of the tentacles forming the weapon's five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle attempts to Grapple with a +13 bonus. It can attempt to Grapple any creature, regardless of size. On a success, the tentacle pulls the creature up to 10 feet directly towards you, until it's in a square adjacent to you.
Activate [>] Interact; Requirements The tentacle cannon has a creature grabbed; Effect You continue to keep the tentacle cannon's hold on one creature it has grabbed.

Attempt another check to Grapple the creature with a +13 bonus.

Activate [>>] Interact; Frequency once per hour; Effect The cannon fires a spray of ink in a 15-foot cone. Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in ink and becomes blinded for 1 round and dazzled for 1 minute or until it removes the ink. On a critical failure, the creature becomes blinded and dazzled; both conditions last for 1 minute or until it removes the ink. The creature, or an adjacent creature, can use an Interact action to remove the ink from its eyes to remove the blinded and dazzled conditions.

Type tentacle cannon; Level 7; Price 360 gp

Type greater tentacle cannon; Level 13; Price 2,000 gp

A greater tentacle cannon is a +2 greater striking weapon.

It has a +20 bonus to Grapple, and its ink spray DC is 30.

Type major tentacle cannon; Level 17; Price 15,000 gp; Craft Requirements The initial raw materials must include the tentacles and ink glands of a creature with a tentacle Strike and ink.

A major tentacle cannon is a +3 greater striking weapon.

It has a +27 bonus to Grapple, and its ink spray DC is 37.

Guns & Gears, page 156.

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Tentacle Cannon

Item 7

uncommon evocation magical 

Price 360 gp

Usage held in 2 hands; Bulk 2

Category Beast Gun Weapon

A tentacle cannon is a +1 striking weapon, built using components from squids, krakens, and sometimes even stranger tentacled creatures like lomos. It's a distinct type of martial firearm that deals 1d8 piercing damage. It has the capacity 5, concussive, and fatal d12 traits, a range increment of 30 feet, and reload 2. The weapon itself resembles a five-barreled handheld cannon with each barrel made from a hollowed out tentacle.

Activate [>>] Interact (magical, transmutation); Effect You cause one of the tentacles forming the weapon's five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle attempts to Grapple with a +13 bonus. It can attempt to Grapple any creature, regardless of size. On a success, the tentacle pulls the creature up to 10 feet directly towards you, until it's in a square adjacent to you.
Activate [>] Interact; Requirements The tentacle cannon has a creature grabbed; Effect You continue to keep the tentacle cannon's hold on one creature it has grabbed.

Attempt another check to Grapple the creature with a +13 bonus.

Activate [>>] Interact; Frequency once per hour; Effect The cannon fires a spray of ink in a 15-foot cone. Creatures in the area must attempt a DC 23 Reflex save. On a failure, the creature is covered in ink and becomes blinded for 1 round and dazzled for 1 minute or until it removes the ink. On a critical failure, the creature becomes blinded and dazzled; both conditions last for 1 minute or until it removes the ink. The creature, or an adjacent creature, can use an Interact action to remove the ink from its eyes to remove the blinded and dazzled conditions.
Main Item: Tentacle Cannon

Guns & Gears, page 156.

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Tentacle Potion

Item 6+

consumable magical potion transmutation 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Potion

Upon consuming this mottled, foul-tasting liquid, the tentacle potion causes you to extrude a long, flexible limb of ectoplasm.

Your clothing doesn't need to accommodate this limb of ghostly matter, which can extrude through your clothing and armor. The limb lasts 1 hour, and you can Dismiss the activation. You can't hide or disguise the tentacle. You can use the limb to perform simple Interact actions, such as opening an unlocked door. Your limb can't perform actions that require significant manual dexterity, including any action that would require a check to accomplish. You can't use it to hold items. At one time, you can have only one extra limb from any version of this potion. Stronger tentacle potions replace the effects of weaker ones.

If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type.

Type lesser; Level 6; Price 33 gp

Type moderate; Level 10; Price 155 gp

As lesser, but you can use the limb to hold an item of up to light Bulk. You can also use the whole limb to hold onto a suitable anchor point, such as a tree branch, balcony, or rocky outcropping, subject to the GM's discretion. While using your limb this way, you have free use of all your other limbs, so you can perform tasks that require both hands. This potion lasts 8 hours.

Type greater; Level 14; Price 660 gp

As moderate, but the tail can hold an item of up to 1 Bulk or be used as a second hand to help hold an item of up to 2 Bulk. You can also use the limb to make an unarmed attack that deals 1d6 bludgeoning damage and has the sweep trait. This potion lasts 24 hours.

Treasure Vault, page 91.

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Terrifying Ammunition

Item 6

consumable emotion enchantment fear magical mental 

Price 50 gp

Ammunition any

Activate [>] Interact

Category Consumable

This black-and-gray ammunition is etched with occult symbols and tiny, grinning skulls. When activated terrifying ammunition damages a creature, it fills the creature's mind with visions of their own failures, tragedies, and eventually, their own death. The creature must attempt a DC 20 Will save.

Critical Success The creature is unaffected.Success The creature is frightened 1.Failure The creature is frightened 1 and can't reduce its frightened value below 1 until it spends an action, which has the concentrate trait, to calm itself down.Critical Failure As failure, but the creature is frightened 2.

Advanced Player’s Guide, page 259.

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The Whispering Reeds

Item 10

rare artifact divination occult 

Usage held in 2 hands; Bulk 2

Category Artifact

This hefty tome was compiled centuries ago by an anonymous author who sought to collect all parables, myths, stories, and encounters with the Outer Goddess Vaethiak. According to the introduction, the author's original intent was to create a work that foes of the Empty Death could use to fight against her influence, but as one reads through the book, it becomes apparent that the opposite effect has been achieved—by compiling these stories, the author inadvertently generated a work that made it easier for Vaethiak to influence the world. Those who venerate the Empty Death seek copies of this book to use as a guide and religious text, while those who don't know better and peruse the book as though it were merely an anthology of stories find themselves unwittingly falling prey to Vaethiak's cult or agents of the entity herself. Those who study from The Whispering Reeds for too long are often cursed to rise as ghosts after death—though their existence never lasts for long, as they are inevitably consumed by Vaethiak.

If a character understands the dangers of this book, however, moderated use can stall or even prevent such a fate from befalling them. If a character takes special care, they can even potentially use The Whispering Reeds for its original purpose—as a weapon against the cult of Vaethiak. Using the text too often or leveraging some of its more powerful effects, however, causes the user to feel an ominous chill. In these cases, the user is exposed to the tome's curse, Empty Death (see below)

The anonymous compiler wanted to produce an enormous print run of The Whispering Reeds, but after the initial run they realized the danger and scuttled those plans, instead attempting to destroy those copies already created. This crusade caught the attention of Vaethiak's cult, who swiftly assassinated the compiler.

Fewer than two dozen copies of this rare tome are believed to still exist. The book's sinister nature causes all attempts to transcribe it to fail, resulting in bodies of gibberish, nonsense text.

The Whispering Reeds provides several abilities, but you can't activate any of them while you are stupefied unless you are a follower of Vaethiak.

Activate 10 minutes (Investigate); Effect You gain a +2 item bonus to skill checks to Recall Knowledge about Vaethiak, her faith, or creatures associated with her (such as incorporeal undead, vampiric mists, wisps, and other incorporeal creatures associated with death). Each time you use this ability after the first in a 24-hour period, you are exposed to the Empty Death.
Activate [>>] command, Interact; Frequency once per hour; Effect You read aloud a phrase from the book and target a single incorporeal undead creature within 30 feet. That undead creature takes 5d6 positive damage (DC 27 basic Will save) as portions of their incorporeal being are consumed in patches of seven equally spaced holes. Each time you use this ability after the first in a 24-hour period, you are exposed to the Empty Death.
Activate [>>] command, Interact; Frequency once per day; Effect You invoke a tale from The Whispering Reeds that parallels the situation, environment, or creatures nearby. Eerie mists and indistinct whispers rise in a 20-foot emanation around you, and clusters of seven perfectly spaced divots manifest in the ground, vegetation, and flesh of creatures in the emanation other than yourself and up to three creatures you designate at the time of activation. Creatures afflicted with these divots suffer from agonizing mental anguish in the form of crippling despair and take 4d6 mental damage (DC 27 basic Will save). The mists, whispers, and strange divots fade away at the end of the round, but any creature that takes mental damage from the effect also takes a –1 penalty to saving throws against effects with the emotion trait for 1 minute. You are exposed to the Empty Death each time you use this ability.
Activate Cast a Spell; Frequency three times per day; Effect You cast one of the following spells at the lowest level possible (unless otherwise specified): crushing despair (one target within 30 feet only), fear (3rd), paranoia, or phantasmal killer. You are exposed to the Empty Death each time you use this ability.

Empty Death (curse, necromancy, occult) Saving Throw DC 27 Will; Effect If you activate The Whispering Reeds and are not a worshipper of Vaethiak, you become stupefied 2 for 24 hours as your thoughts fill with paranoia that something is watching you from the other side of death. If you die while affected by the Empty Death, you immediately become a chaotic evil ghost. Every 7 days that pass after you become a ghost, you must succeed at a DC 2 flat check—failure indicates that you are consumed by Vaethiak.

A creature whose ghost is consumed in this way does not travel to the River of Souls and is utterly annihilated; this creature can only be restored to life via a 10th-level spell effect or ritual like wish.

Destruction Copies of The Whispering Reeds have no special protections and can be destroyed like any regular book, but doing so exposes the one who destroyed the book to the Empty Death.

AV1, page 78.

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Theatrical Mutagen

Item 1+

alchemical consumable elixir mutagen polymorph 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Elixir

Developed and widely used by students at the Lokhia Academy in Ziatroubax, the theatrical mutagen stimulates the creative centers of your brain. This causes your movements to become exaggerated and your voice to become clear. However, the erratic surges of inspiration overload your senses, making it difficult to focus on mundane tasks.

Benefit You gain the listed item bonus to Acrobatics checks, Crafting checks, and Performance checks. If you're untrained in any of these skills, your proficiency bonus is equal to your level instead of +0. You also gain the listed status bonus to your Speed.

Drawback You take a –1 penalty to Perception checks and Will saves. After any round where you don't spend at least 1 action to Interact with an object, Perform, Step, or Stride, you're flat-footed until the start of your next turn.

Type lesser; Level 1; Price 3 gp

The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute.

Type moderate; Level 3; Price 12 gp

The bonus to rolls is +2, the bonus to Speed is +5 feet, and the duration is 1 minute.

Type greater; Level 11; Price 300 gp

The bonus to rolls is +3, the bonus to Speed is +10 feet, and the duration is 10 minutes.

Type major; Level 17; Price 3,000 gp

The bonus to rolls is +4, the bonus to Speed is +10 feet, and the duration is 1 hour.

Treasure Vault, page 61.

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Thieves' Tools

Item

Price 3 gp

Bulk L

Hands 1 or 2*

Category Adventuring Gear

You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them.

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

Type Base

Type Infiltrator; Level 3; Price 50 gp

Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices.

Type Concealable; Level 4 (uncommon); Price 80 gp

Smaller and made of stronger materials than most sets of thieves' tools, the items in this kit are much easier to conceal. You gain a +1 item bonus to Stealth checks to Conceal these tools. They otherwise function as infiltrator thieves' tools.

Core Rulebook, page 288.

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Thieves' Tools

Item

Price 3 gp

Bulk L

Hands 1 or 2*

Category Adventuring Gear

You need thieves' tools to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action. If you wear your thieves' tools, you can draw and replace them as part of the action that uses them.

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

Main Item: Thieves' Tools

Core Rulebook, page 288.

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Third Eye

Item 19

divination invested magical 

Price 40,000 gp

Usage worn; Bulk —

Category Worn Item

When invested, this ornate crown and its incandescent gemstone meld into your head and take the form of a tattoo.

This grants you otherworldly sight and allows you to read auras. No one but you can manipulate the third eye while it's invested by you. Your heightened senses and ability to sense emotional auras grant you a +3 item bonus to Perception checks.

You continuously see magic auras, as a 9thlevel detect magic spell, except you see the location of all auras within 30 feet, not just the strongest. If you use a Seek action to study a creature you can see, you can perceive an aura that conveys knowledge of that creature's health, including all conditions and afflictions it has and an approximate percentage of its remaining Hit Points.

Activate [>>] envision, command; Frequency once per day; Effect You gain the effects of an 8th-level true seeing spell.

Core Rulebook, page 616.

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Thorn whip

Item

uncommon disarm finesse ghoran reach trip 

Price 6 sp

Bulk 1

Damage 1d4 piercing

Hands 1

Category Martial Melee Weapon; Group Brawling

Carefully woven from plant fibers, the thorn whip sports small spikes that protrude from various locations.

LOIL, page 221.

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Thoughtwhip Claw

Item 11

rare invested magical tattoo 

Price 1,350 gp

Usage worn; Bulk —

Category Tattoo

Kithebriar teaches that minds can be robbed as surely as pockets. This tattoo of a clenched fist provides a +2 item bonus to Thievery checks.

Activate [>>] command, envision; Frequency once per day; Effect Kithebriar reaches through your hands and creates threads to yank thoughts from the mind of another. The thoughtwhip claw casts mind probe on a creature within range, with a DC of 28.

LOIL, page 305.

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Thousand-blade Thesis

Item 9

uncommon extradimensional invested magical 

Price 600 gp

Usage held in 1 hand; Bulk L

Category Held

This collection of lacquered rice paper scrolls mounted on flexible bamboo contains a wealth of calligraphic essays and paintings on the art of war, specifically focused on the use of various weapons in warfare and how to tactically deploy warriors using those weapons to the best possible advantage. Consulting the thesis grants a +2 item bonus to Warfare Lore checks. Like most scholarly compendiums, this usage requires holding the thesis in one hand.

The thesis also serves as an extradimensional armory for weapons and ammunition. The thesis has a capacity of 5 Bulk, and only weapons and ammunition can be stored within it. You and others can Interact with the thesis to store or retrieve a weapon or piece of ammunition in it, like a mundane container.

Activate [>] Interact; Frequency once per day; Effect The thousand-blade thesis dramatically unfurls, and the weapons contained within it spring forth and array themselves impressively in the air, floating within easy reach. For 1 minute, you can use a free action to Interact to draw one of the floating weapons. Others can attempt to nab them out of the air, but to do so they must critically succeed at a Disarm check. You can't place weapons back into the thesis until the minute elapses.

Secrets of Magic, page 191.

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Thousand-Pains Fulu

Item 5+

uncommon consumable fulu magical necromancy 

Usage affixed to a creature; Bulk —

Duration 1 minute

Category Consumable

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

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

Type burl thousand-pains fulu; Level 17; Price 2,700 gp

Though this green fulu looks inviting, it has a foreboding aura.

The DC is 35, and the fulu deals 10d8 poison damage, causing the target's body to respond adversely to their ki. On a failure or critical failure, if the target takes fire damage, it takes 2d8 persistent poison damage as well. These effects have the poison trait.

Type blade thousand-pains fulu; Level 8; Price 90 gp

This red fulu feels rigid, its edges sharp, and looking at it makes you feel feverish. The DC is 23, and the fulu deals 5d6 slashing damage as meridians burst and cut through flesh. On a failure or critical failure, if the target fails to take an action with the manipulate or move trait on each of its turns, it takes 1d6 persistent slashing damage.

Type icicle thousand-pains fulu; Level 14; Price 630 gp

Looking at this black fulu leaves you queasy and cold. The DC is 30, and the fulu deals 10d6 cold damage as the target's ki warps and drains. On a failure or critical failure, if the target takes damage from a poison or disease effect or becomes sickened, it takes 2d6 persistent cold damage. These effects have the cold trait.

Type needle thousand-pains fulu; Level 11; Price 270 gp

Picking up this white fulu feels like you've stabbed your hand with a pin. The DC is 27, and the fulu deals 7d6 piercing damage as hair, nails, and connective tissues stab inward. On a failure or critical failure, if the target then takes an action with the move trait, it takes 2d6 persistent piercing damage.

Type stone thousand-pains fulu; Level 5; Price 30 gp

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

Type void thousand-pains fulu; Level 20; Price 8,100 gp

The black dot at the center of this purple fulu draws in energy like a bottomless hole. The DC is 38, and the fulu deals 12d10 negative damage by dissipating the target's ki. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes 2d10 persistent negative damage as well. These effects have the death and negative traits. Each time the target takes this persistent damage, any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the persistent damage taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute.

Treasure Vault, page 79.

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Thrasher Tail

Item 9

rare clockwork kobold mechanical 

Price 620 gp

Usage worn; Bulk 1

Category Worn Item

Kobolds admire well-designed objects, especially if it gives them an opportunity to pack it with traps and surprises. This prosthetic tail hides numerous blades and spikes, tensioned and wound around a spring-loaded trigger at the base of the prosthesis.

Resetting and reattaching a sprung thrasher tail takes 10 minutes.

Activate [R] Trigger You're grabbed; Effect Your tail comes off in your opponent's hand, and the mechanism unwinds, causing the blades and spikes to protrude and the tail to spin and thrash. The tail deals 8d6 slashing damage to the opponent who has you grabbed with a DC 25 basic Reflex save. Regardless of the result of their save, you're no longer grabbed.

Treasure Vault, page 109.

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Three Peaked Tree

Item 1

uncommon combination 

Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth

Price 12 gp

Bulk 2

Ranged

Traits concussive, elf, fatal d8, parry

Damage 1d4 piercing

Ammunition round; Range 60 ft.; Reload 1

Group Firearm

Melee

Traits critical fusion, elf, tethered, thrown 20 ft.

Damage 1d8 piercing

Group Spear

Hands 2

Category Martial Ranged Weapon

A recently developed weapon created for an elven champion from Vrutaen, the three-peaked tree can be used as both a trident and a mithral tree. A three-peaked tree has a length of silken rope attached to the butt of its haft, allowing it to be quickly retrieved after thrown.

Guns & Gears, page 158.

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Three-section Naginata

Item

uncommon deadly d8 forceful sweep versatile B 

Price 12 gp

Bulk 2

Damage 1d8 slashing

Hands 2

Category Advanced Melee Weapon; Group Flail

A fusion of a naginata and sansetsukon, this three-section weapon has a sweeping, curved blade along each of the outer sections. Though difficult for anyone but an expert weapon master to use effectively, the three-section naginata can be wielded at devastating speed to slice or smash apart a foe.

Treasure Vault, page 25.

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Thrice-fried Mudwings

Item 12

uncommon abjuration consumable magical 

Price 350 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Frying mudwings—the remains of magical winged creatures found in blighted swamps—is a delicate balance. Cooked for too long and they lose their potency; cooked too briefly and the toxins in their system could end up harming whoever eats them. When you consume a perfectly cooked tapas, you grow two sets of mudwings that grant you a fly Speed of 30 feet or your Speed, whichever is lower, for 10 minutes. You can also use the following Activation.

Activate [R] Interact; Trigger You would take damage from a physical attack; Effect You intercept the attack with a pair of your wings. You gain resistance 15 against physical damage for the triggering attack only, shattering one set of your wings in the process. The first time you use this Activation, your fly Speed becomes 15 feet, or half your Speed, whichever is lower, for the duration. After the second time, your mudwings are shattered entirely, ending the effect.

"Beauty can be a cage, and the flesh can be a prison. The purpose of our art is not the obfuscation of truth, but its revelation." This boutique is seamlessly constructed from polished white stone, with nearly every inch covered in sprawling, lifelike reliefs of blooming ivy, berry-laden branches, and small animals such as songbirds, foxes, and hares.

The shop's interior, which smells brightly of fresh fir tips and petrichor, is a marriage between opulence and austerity. Marble floors the color of freshly fallen snow and plaster bas-reliefs depicting birch trees frame arched entryways and extend upwards, supporting the vaulted ceilings.

LOTGB, page 47.

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Thrower's Bandolier

Item 3

conjuration invested magical 

Price 60 gp

Usage worn; Bulk L

Category Worn Item

This bandolier is covered in straps and pouches capable of holding up to 2 Bulk of one-handed thrown weapons. A thrower's bandolier has a +1 weapon potency rune etched into it, and it can be etched with runes as though it were a one-handed thrown weapon. When you invest the thrower's bandolier, you can attune it to all the weapons sheathed in it (this ends any previous attunements made with the bandolier). Whenever you draw a weapon from the bandolier, the bandolier's runes are replicated onto that weapon. Any runes already on the weapon are suppressed, and any runes previously replicated to a different weapon in this way are removed, returning it to normal.

Activate [>>] envision, Interact; Effect All weapons attuned to the bandolier, not including any weapons you're currently wielding, return to the bandolier.

Treasure Vault, page 146.

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Throwing Knife

Item

uncommon agile finesse thrown 20 feet 

Price 3 sp

Bulk L

Damage 1d4 piercing

Hands 1

Category Simple Melee Weapon; Group Knife

This light knife is optimally balanced to be thrown accurately at a greater distance than a common dagger. While this comes at the cost of a significant cutting edge, the difference is worth it for characters focused on thrown weapons.

Extinction Curse #1: The Show Must Go On, page 77. Reprinted in LOTGB.

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Throwing Shield

Item 1

uncommon adjustment 

Access Kaetiarn have access to this item.

Price 5 gp

Usage applied to a buckler or shield

Category Adjustment

These special straps and weightings fit over a shield or buckler, but not a tower shield. They are designed to let you doff and throw the shield in one swift movement. You can quickly remove the shield by spending a free action as part of the Strike to throw the shield. When thrown in this way, the shield is a martial thrown weapon that deals 1d6 bludgeoning damage and has the thrown <20 feet> trait. A shield with the throwing shield attachment can't have any attached weapons, such as shield spikes or a shield boss, and the adjustments to make it more aerodynamic make it slightly less sturdy, reducing its Hardness by 1.

LOKL, page 87.

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Thunder Helm

Item 5

uncommon conjuration invested magical 

Price 160 gp

Usage worn headwear; Bulk L

Category Worn Item

The creator of the original thunder helm tried and failed time and again to craft a reliable, helmet-mounted firearm that enabled hands-free gunplay, but even after resorting to magical enhancements, they were never quite able to realize their vision. The allure of the thunder helm continues to compel certain mindsets in the Krougriaror Wastes, and these items continue to be crafted to this day.

A thunder helm appears as a cylindrical iron helmet adorned with a crown-like display of gun barrels extending out in all directions. A slit in the front allows for limited visibility, while sound is muffled by the inner lining. As long as a creature wears a thunder helm, it takes a –1 circumstance penalty to auditory and visual Perception checks but also gain a +1 circumstance bonus to saving throws against auditory and visual effects.

Activate [>>] envision, Interact; Frequency once per day; Effect The helm's gun barrels swivel and aim randomly, then conjure enough gunpowder and bullets to fire in all directions around you. Every creature within a 20-foot emanation takes 4d6 piercing damage (DC 19 basic Reflex save). When determining a creature's resistance or immunity to this damage, use the weaker of the target's resistance or immunity to piercing or bludgeoning.

OoA2, page 78.

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Thunder Sling

Item

uncommon agile propulsive tengu 

Price 5 gp

Bulk L

Damage 1d6 piercing

Range 50 ft.; Reload 1

Hands 1

Category Martial Ranged Weapon; Group Sling

Tengu use these specialized slings to fire darts further and with greater force than when thrown by hand, which is particularly effective when attacking from great heights. A thunder sling uses darts as ammunition. It can also hurl blowgun darts as ammunition but deals 1d4 piercing damage instead of 1d6 when used this way.

LOAG, page 139.

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Thunder Sling

Item

uncommon agile propulsive tengu 

Price 5 gp

Bulk L

Damage 1d6 piercing

Range 50 ft.; Reload 1

Hands 1

Category Martial Ranged Weapon; Group Sling

Treasure Vault, page 30.

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Thunder Snare

Snare 2

auditory consumable mechanical snare trap 

Price 6 gp

Category Snare

The snare makes a thunderous noise when a creature enters the snare's square, which can be heard up to 1,000 feet away. The creature must attempt a DC 18 Fortitude saving throw.

Critical Success The target is unaffected.Success The target is deafened until the end of its next turn.Failure As success, and the target also takes 1 sonic damage.Critical Failure As success, and the target also takes 1d4 sonic damage.

Craft Requirements 1 lesser thunderstone.

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

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Thunderbird Tuft

Item 1+

catalyst consumable magical 

Usage held in 1 hand; Bulk L

Category Consumable

This carved chunk of amber contains a single tuft of gray feathers, which spark with electricity to create an odd jittery sensation in anyone holding the amber for long. When used as part of a shocking grasp spell, thunderbird tuft funnels electricity back into the spellcaster in a defensive nimbus. For 1 minute, any creature that touches you or that hits you with a melee unarmed attack or non-reach melee weapon attack takes the listed electricity damage.

Type lesser; Level 1; Price 3 gp

The nimbus deals 1d4 electricity damage, or 1d6 electricity damage if the creature is using a metal weapon, but the nimbus only lasts 1 round, rather than the full minute.

Type moderate; Level 5; Price 25 gp

The nimbus deals 1d4 electricity damage, or 1d6 electricity damage if the creature is using a metal weapon.

Type greater; Level 9; Price 125 gp

The nimbus deals 2d4 electricity damage, or 2d6 electricity damage if the creature is using a metal weapon.

Type major; Level 13; Price 500 gp

The nimbus deals 3d4 electricity damage, or 3d6 electricity damage if the creature is using a metal weapon.

Secrets of Magic, page 169.

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Thunderblast Slippers

Item 9+

evocation invested magical sonic 

Usage worn footwear; Bulk L

Category Worn Item

Unassuming in appearance, these slippers indicate their nature only with a signature strip of yellow stitching. You gain a +2 item bonus to Acrobatics checks.

Activate [>>] command, envision, Interact; Frequency once per day; Effect You move like the wind, with precision and speed. You Stride up to 60 feet; this movement doesn't trigger reactions. When you stop, if you've moved at least 30 feet from where you started, you release a thunderous 5-foot emanation that deals 2d6 bludgeoning damage and 2d6 sonic damage with a DC 25 basic Fortitude save. A creature that critically fails its save is also knocked prone.

Type thunderblast slippers; Level 9; Price 650 gp

Type greater thunderblast slippers; Level 15; Price 6,500 gp

The distance you can Stride increases to 120 feet, the damage is 3d6 of each type, and the Fortitude DC is 34.

Headwear

Treasure Vault, page 151.

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Thunderblast Slippers

Item 9

evocation invested magical sonic 

Price 650 gp

Usage worn footwear; Bulk L

Category Worn Item

Unassuming in appearance, these slippers indicate their nature only with a signature strip of yellow stitching. You gain a +2 item bonus to Acrobatics checks.

Activate [>>] command, envision, Interact; Frequency once per day; Effect You move like the wind, with precision and speed. You Stride up to 60 feet; this movement doesn't trigger reactions. When you stop, if you've moved at least 30 feet from where you started, you release a thunderous 5-foot emanation that deals 2d6 bludgeoning damage and 2d6 sonic damage with a DC 25 basic Fortitude save. A creature that critically fails its save is also knocked prone.
Main Item: Thunderblast Slippers

Treasure Vault, page 151.

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Thundercrasher

Item 5

uncommon arcane evocation 

Price 155 gp

Usage held in 2 hands; Bulk 2

Category Held

While looking straight down the barrel of this +1 striking blunderbussG&G, the spark gun's magical core is visible amid several reflectors. All damage dealt by a thundercrasher is sonic damage. On a critical hit, the target must succeed at a Fortitude save against your class DC or be deafened for 1 minute.

Activate [>] Interact; Frequency once per hour; Effect You overload the thundercrasher to emit chaotic sonic frequencies that soften earth and stone. When you next fire the thundercrasher it also partially liquefies any natural earth or stone surfaces within range of its scatter trait, making the area difficult terrain.

Treasure Vault, page 39.

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Thundering

Rune 8+

evocation magical sonic 

Usage etched onto a weapon

Category Rune

This weapon lets out a peal of thunder when it hits, dealing an extra 1d6 sonic damage on a successful Strike. On a critical hit, the target has to succeed at a DC 24 Fortitude save or be deafened for 1 minute (or 1 hour on a critical failure).

Type thundering; Level 8; Price 500 gp

Type greater thundering; Level 15; Price 6,500 gp

The save DC is 34, and the deafness is permanent. Sonic damage dealt by this weapon ignores the target's sonic resistance.

Core Rulebook, page 585.

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Thundering

Rune 8

evocation magical sonic 

Price 500 gp

Usage etched onto a weapon

Category Rune

This weapon lets out a peal of thunder when it hits, dealing an extra 1d6 sonic damage on a successful Strike. On a critical hit, the target has to succeed at a DC 24 Fortitude save or be deafened for 1 minute (or 1 hour on a critical failure).

Main Item: Thundering

Core Rulebook, page 585.

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Thundermace

Item

uncommon backswing 

Price 2 sp

Bulk 2

Damage 1d8 bludgeoning

Hands 2

Category Simple Melee Weapon; Group Club

This deceptively dangerous weapon is essentially a mace with a longer haft and larger, often flanged head.

LOTGB, page 107.

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Thunderstone

Item 1+

alchemical bomb consumable sonic splash 

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Bomb

When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a Fortitude saving throw with the listed DC or be deafened until the end of its next turn. Many types of thunderstone grant an item bonus to attack rolls.

Type lesser; Level 1; Price 3 gp

The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17.

Type moderate; Level 3; Price 10 gp

You gain a +1 item bonus to attack rolls. The bomb deals 2d4 sonic damage and 2 sonic splash damage, and the DC is 20.

Type greater; Level 11; Price 250 gp

You gain a +2 item bonus to attack rolls. The bomb deals 3d4 sonic damage and 3 sonic splash damage, and the DC is 28.

Type major; Level 17; Price 2,500 gp

You gain a +3 item bonus to attack rolls. The bomb deals 4d4 sonic damage and 4 sonic splash damage, and the DC is 36.

Core Rulebook, page 546.

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Thurible of Revelation

Item 3+

divination divine 

Usage held in 1 hand; Bulk 1

Category Held

This brass censer dangles on a length of chain.

Most thuribles of revelation are adorned with swirling Celestial text, though some are iron and feature Infernal or Abyssal text.

Activate [>>] Interact; Effect You light the incense inside the censer, and it burns for 1 hour. During that time, as long you are holding the thurible, you gain a +1 item bonus to Religion checks, and any critical failure you roll when you Decipher Writing of a religious nature is a failure instead.

Type lesser; Level 3; Price 55 gp

Type moderate; Level 10; Price 900 gp

The thurible grants a +2 bonus. Once per day, when you activate the thurible, you can increase its revelations. During that activation, you can hold the thurible up to your eyes with an Interact action to gain the effects of see invisibility for 1 round by peering through the smoke.

Type greater; Level 18; Price 19,000 gp

The thurible grants a +3 bonus. The greater version shares the once-per-day enhanced revelations of the moderate version, except peering through the smoke also grants you the effects of true seeing.

Core Rulebook, page 575.

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Tiger Menuki

Item 5

consumable magical talisman transmutation 

Price 30 gp

Usage affixed to a weapon; Bulk —

Activate [F] envision; Trigger You Strike with the affixed weapon.

Category Talisman

This tiger formed of pewter snarls viciously from your weapon's grip. When you activate the tiger, the affixed weapon gains the sweep trait for the triggering attack and all other attacks for 1 minute.

Core Rulebook, page 569.

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