Items: U

20 items, from Umbrella Injector to Urumi.

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Umbrella Injector · Unbreakable Heart · Undead Compendium · Undead Detection Dye · Undead Scourge · Underwater Firing Mechanism · Unending Itch · Unending Youth · Unfathomable Stargazer · Unholy · Unholy Water · Unique Feed · Unique Treats · Universal Solvent · Unmemorable Mantle · Unmemorable Mantle · Unsullied Blood · Urn Of Ashes · Ursine Avenger Hood · Urumi

Umbrella Injector

Item 0

uncommon concealable finesse injection parry 

Price 4 gp

Bulk 1

Damage 1d4 piercing

Hands 1

Category Martial Melee Weapon; Group Sword

This umbrella's ferrule is a hollow-tipped blade three to four inches in length and often overlooked as decorative.

A receptacle inside the umbrella's shaft can be loaded with a single dose of injury poison and injected into a damaged target with the pull of a sliding trigger. Reinforced ribs enable you to parry and deflect blows with the umbrella's tear-resistant canopy.

Guns & Gears, page 64.

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Unbreakable Heart

Item 3

enchantment invested magical tattoo 

Price 60 gp

Usage tattooed on the body; Bulk —

Category Tattoo

The name of your beloved adorns this stylized image of a heart.

An unbreakable heart tattoo can be received only at the end of a successful heartbond ritual (Advanced Player's Guide 242), serving as your token. The other participant can have a token other than a tattoo if they wish. If you have more than one heartbond, each unbreakable heart you have serves as a token for only one of them.

The love exuding from you grants you a +1 item bonus to Diplomacy checks. When you use heartbond's activity to learn your beloved's present state, you can also grant them a small gift, choosing from the following options each time. Make your choice after learning their state.

Treasure Vault, page 122.

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Undead Compendium

Item 14

uncommon divination magical 

Access Kaetiarn have access to this item.

Price 6,300 gp

Usage held in 1 hand; Bulk L

Category Held

The best minds among the Falutairnn, Laisouvisan, and Grobreiin Kaetiarn joined together to create these small, leather-bound journals. While you're holding an undead compendium, the information it contains slips into your mind, granting you a +2 item bonus to Recall Knowledge checks to obtain information about undead creatures.

Activate 10 minutes (envision, Interact; auditory, linguistic); Frequency once per day; Effect You study the journal, focusing on a specific type of undead creature, and as the information fills the pages, you recite it aloud to your allies. Select ghost, ghoul, graveknight, lich, mummy, vampire, wight, or zombie. You and up to four allies that hear you read the information aloud during the activation gain a +2 item bonus on attack rolls and saving throws against that type of undead for the next 10 minutes. To benefit from the bonus, your allies must listen attentively and can't perform any other activities during the activation time.

LOKL, page 91.

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Undead Detection Dye

Item 4

uncommon alchemical consumable 

Price 20 gp

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

The liquid in this test tube is as clear as water. You can drop in a sample collected from the environment or a creature to reveal what kind of undead has been in contact with the sample in the past 24 hours. The water changes color, as seen on the table, or remains clear if it doesn't detect any traces of undead. The higher the undead's level or number of undead in contact with the sample, the more intense the color. This isn't a foolproof way to identify a disguised creature as undead, since any contact with undead causes the sample to change colors. If an undead has been disguising its undead nature or its presence in an area, the GM can roll a secret DC 20 Deception or Stealth check for the creature when the dye is activated. On a success, the creature avoided leaving traces.

This can't protect the undead from discovery if it actively uses its undead abilities on an area or creature, though it can attempt to remove any evidence with activities like Cover Tracks and Conceal an Object.

Color Undead Detected Red Vampire Orange Wight Yellow Mummy Green Ghost Blue Ghoul Indigo Wraith Purple Shadow Gray Mindless undead such as zombie or skeleton Black Lich White Other undead

Book of the Dead, page 20.

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Undead Scourge

Item 7

uncommon magical necromancy 

Access Kaetiarn have access to this item.

Price 350 gp

Usage held in 1 hand; Bulk L

Category Held

An undead scourge is a +1 striking disrupting dagger with a bluish-white metal blade that emits a faint glow.

These used to be weapons of Grobreiin undead slayers only, but the slayers have since shared these daggers with the Kaetiarn.

Activate [F] Interact; Frequency once per hour; Trigger You damage an undead creature with the undead scourge; Effect You disrupt the undead's connection to negative energy. For 1 minute, the undead damaged with the dagger can't be healed by negative energy unless the effect attempting to heal the undead first counteracts the undead scourge's effect, with a counteract level of 4 and DC of 25. Positive energy still has the usual effects on the undead.

LOKL, page 91.

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Underwater Firing Mechanism

Item 9

uncommon magical 

Price 600 gp

Usage attached

Category Firing Mechanism Customization

This device replaces the attached firearm's normal firing mechanism (normally, most of the guns in this chapter use a flintlock or matchlock firing mechanism). When the firearm's wielder fires the weapon, a small rune etched on a piece of stone affixed inside the mechanism releases a magical spark that's propelled through the firing mechanism and into the firearm, launching its bullet. An underwater firing mechanism allows the attached firearm to be fired underwater or in other conditions that would normally prevent the ignition of black powder. Attaching an underwater firing mechanism to a firearm takes 1 hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires.

Guns & Gears, page 184.

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Unending Itch

Item 14

alchemical consumable injury poison virulent 

Price 700 gp

Usage held in 2 hands; Bulk L

Activate [>>] Interact

Category Poison

Invented to cause a lengthy and unpleasant demise, this poison manifests as an itch that can't be soothed. The victim experiences the poison damage as irritation rather than pain or sickness and must succeed at a DC 34 Perception check to realize they're poisoned. The poison can also be identified with a DC 34 Medicine check. Once the victim has lost half or more of its Hit Points, the DC drops to 30 for either check. As long as the victim doesn't realize it's poisoned, the GM makes its saving throws in secret.

Saving Throw DC 34 Fortitude; Maximum Duration 5 minutes; Stages 1–5 {@damage 1d6} poison damage (1 round)

Treasure Vault, page 71.

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Unending Youth

Item 20

rare conjuration contract invested magical 

Category Contract

You cease aging, and if you were older than young adult in age, you become a young adult again. You gain a +4 status bonus to saves against death effects and resistance to negative damage equal to half your level. Once per day, from any distance, Vizux Naetron II can recite a mandatory appearance clause in your Naetron contract as a 3-action activity to summon you to her side, where you are controlled by Vizux for 1 minute before you return.

Activate [>>] command; Frequency once per day; Effect You recite a hold harmless provision from your Naetron contract. Reduce your doomed value to 0. Vizux Naetron II is immediately made aware that you have used this ability.

LOL, page 10.

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Unfathomable Stargazer

Item 15

rare cursed divination magical 

Usage held in 1 hand; Bulk 1

Category Held

An unfathomable stargazer is a handheld brass telescope etched with constellations, the patterns of which form bizarre, shifting runes. You can observe the night sky with an unfathomable stargazer, however, the constellations you glimpse through the telescope distort with expanding and contracting fields of darkness among them. You use Occultism instead of Perception or Astronomy Lore when observing the skies with this item, and gain a +2 item bonus on all checks to do so. Once you use it, it fuses to you, and you must succeed at a DC 35 Will save to use another device to observe the stars, including your naked eyes. The telescope imposes a –4 circumstance penalty to Survival checks to Sense Direction or navigate. If you critically fail this Survival check, you're subjected to warp mind (DC 34) as you glimpse something horrifying and alien amid the darkness.

Treasure Vault, page 193.

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Unholy

Rune 11

evil evocation magical 

Price 1,400 gp

Usage etched onto a weapon without a holy rune

Category Rune

An unholy rune instills fiendish power into the etched weapon.

A weapon with this rune deals an additional 1d6 evil damage when it hits a good target. If you are good, you are enfeebled 2 while carrying or wielding this weapon.

Activate [R] command; Frequency once per day; Trigger You critically succeed at an attack roll against a good creature with the weapon; Effect The target takes persistent bleed damage equal to 1d8 per weapon damage die of the etched weapon.

Craft Requirements You are evil.

Core Rulebook, page 585.

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Unholy Water

Item 1

consumable divine evil necromancy splash 

Price 3 gp

Usage held in 1 hand; Bulk L

Activate [>] Strike

Category Consumable

An evil deity's malice lies within this vial of water. You activate a vial of unholy water by throwing it as a Strike. It's a simple thrown weapon with a range increment of 20 feet. Unlike an alchemical bomb, it doesn't add the manipulate trait to the attack made with it.

Unholy water deals 1d6 evil damage and 1 evil splash damage.

It damages only celestials and creatures that have a weakness to evil damage.

Core Rulebook, page 571.

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Unique Feed

Item 0

Price 1 sp (1 week's feed)

Category Animal Caretaking Adventuring Gear

No entries found.

Main Item: Feed

LOTG, page 103.

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Unique Treats

Item 0

Price 1 sp

Category Animal Caretaking Adventuring Gear

No entries found.

Main Item: Treats

LOTG, page 103.

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Universal Solvent

Item 5+

alchemical consumable 

Usage held in 1 hand; Bulk L

Activate [>] Interact

Category Consumable

Originally formulated as a means of dissolving sovereign glue, this powerful solvent can break almost any adhesive's grip.

As universal solvent is particularly effective against sovereign glue, it automatically dissolves sovereign glue. It attempts to counteract any other adhesives, such as tanglefoot bags, with a counteract modifier depending on the type.

Type moderate; Level 5; Price 21 gp

The serum has a counteract modifier of +9.

Type greater; Level 12; Price 325 gp

The serum has a counteract modifier of +19.

Type major; Level 18; Price 3,250 gp

The serum has a counteract modifier of +28.

Advanced Player’s Guide, page 255.

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Unmemorable Mantle

Item 7+

illusion invested magical worn 

Usage worn cloak; Bulk 1

Category Worn Item

This long, shoddy cloak bears a hood and a simple brass clasp. While wearing the cloak, you gain a +1 item bonus to Deception checks to Impersonate an individual and to Lie while in character as that individual.

Activate 1 minute (envision, Interact); Frequency once per day; Requirements You are Impersonating someone else; Effect While conversing or otherwise casually interacting with other creatures, you can adjust the mantle's clasp to modify those creatures' recollections of the last 5 minutes of their interaction with you. Each creature must attempt a DC 25 Will save.Critical Success The creature recalls the interaction clearly and realizes you were trying to alter their memory.Success The creature recalls the interaction clearly.Failure You decide whether or not the creature recalls the interaction. You can also alter minor details the creature recalls about the interaction, such as the time, place, and whether the interaction was favorable, as determined by the GM.Critical Failure You decide whether or not the creature recalls the interaction. You can also alter major details the creature recalls about the interaction, such as believing you to be another individual or that the creature agreed to a favor, as determined by the GM.

Type unmemorable mantle; Level 7; Price 300 gp

Type greater unmemorable mantle; Level 9; Price 1,300 gp

The item bonus is +2, and the Will save DC is 28.

Type major unmemorable mantle; Level 17; Price 21,750 gp

The item bonus is +3, the Will save DC is 38, and you can activate the mantle once every 10 minutes.

LOCG, page 73.

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Unmemorable Mantle

Item 7

illusion invested magical worn 

Price 300 gp

Usage worn cloak; Bulk 1

Category Worn Item

This long, shoddy cloak bears a hood and a simple brass clasp. While wearing the cloak, you gain a +1 item bonus to Deception checks to Impersonate an individual and to Lie while in character as that individual.

Activate 1 minute (envision, Interact); Frequency once per day; Requirements You are Impersonating someone else; Effect While conversing or otherwise casually interacting with other creatures, you can adjust the mantle's clasp to modify those creatures' recollections of the last 5 minutes of their interaction with you. Each creature must attempt a DC 25 Will save.Critical Success The creature recalls the interaction clearly and realizes you were trying to alter their memory.Success The creature recalls the interaction clearly.Failure You decide whether or not the creature recalls the interaction. You can also alter minor details the creature recalls about the interaction, such as the time, place, and whether the interaction was favorable, as determined by the GM.Critical Failure You decide whether or not the creature recalls the interaction. You can also alter major details the creature recalls about the interaction, such as believing you to be another individual or that the creature agreed to a favor, as determined by the GM.
Main Item: Unmemorable Mantle

LOCG, page 73.

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Unsullied Blood

Item 5+

uncommon catalyst consumable magical 

Usage held in one hand; Bulk L

Activate [>] envision

Category Consumable

Blood offered from a willing donor was taken directly from the vein and stored in an ornate vial that keeps it as pure and red as the day it was extracted. When this catalyst is added to a vampiric touch spell of up to 4th level, instead of gaining temporary Hit Points based on the damage dealt, you recover half of the damage dealt as Hit Points.

Type lesser; Level 5; Price 30 gp

Type moderate; Level 8; Price 85 gp

You can add the catalyst to a vampiric touch spell up to 5th level. In addition to the effects of lesser unsullied blood, if the amount of Hit Points that would be restored by the spell exceeds your Hit Point maximum, you gain the excess as temporary Hit Points.

Type greater; Level 10; Price 200 gp

As moderate, except you can add the catalyst to a vampiric touch or vampiric maiden spell of up to 6th level.

Type major; Level 14; Price 900 gp

As moderate, except you can add the catalyst to a vampiric touch, vampiric maiden or vampiric exsanguination spell of any level.

LOIL, page 177.

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Urn Of Ashes

Item 9

magical necromancy negative 

Price 700 gp

Usage held in 1 hand

Category Held

This sealed pewter urn contains the ashes of a benevolent ancestor, with a sliver of lingering spirit that strives to protect you.

Activate [R] envision; Trigger You would become doomed or your doomed value would increase; Requirements The ashes aren't doomed; Effect The ashes in the urn intervene, taking the doomed condition in your place, and you don't gain or increase the value of your own doomed condition. Each night when you get a full night's rest, you can reduce your own doomed condition or that of the urn, but not both.
Activate [>] envision, Interact (attack); Frequency once per round; Effect The urn shoots a bolt of negative energy at a foe within 30 feet. Attempt a spell attack roll against the target's AC, using a modifier of +15 or your own spell attack roll modifier, whichever is higher. On a success, the bolt deals 4d4 negative damage (doubled on a critical success).

Advanced Player’s Guide, page 264.

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Ursine Avenger Hood

Item 2

unique artifact invested primal transmutation 

Usage worn; Bulk L

Category Artifact

A gift passed from warrior to warrior, this cowl is made from a cave bear's skull and fur. Once invested, the wearer gains a +1 item bonus to Nature checks to Command an Animal, which increases to +2 if the animal is a bear. The wearer of the hood feels a constant longing for the wilderness and wild places and takes a –1 item penalty to all Diplomacy checks to Gather Information or Make an Impression if they go more than 5 days inside a large town or city without spending at least 4 hours in the wilderness.

Destruction Soak the Ursine Avenger Hood in the blood of a linnorm that is at least 16th level and then burn it in a fire that uses only oak and chrysanthemum as fuel.

Treasure Vault, page 183.

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Urumi

Item

uncommon deadly d10 sweep 

Price 2 gp

Bulk 2

Damage 1d6 slashing

Hands 1

Category Martial Melee Weapon; Group Flail

A bouquet of whiplike blades extends from the hilt of this sword, enabling deadly, sweeping attacks.

Treasure Vault, page 25. Originally in LOGM.

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