60 items, from Vaccine to Vrizain's Chime of Restoration.
Part: 1 2
Vaccine · Vaccine · Vampire-Fang Morningstar · Vampiric Scythe · Vangloris Liativeirn Emblem · Vanishing Coin · Vanishing Wayfinder · Vapor Sphere · Vaporous Pipe · Vat-Grown Brain · Vaultbreaker's Harness · Vaultbreaker's Harness · Vengeful Arm · Venomed Tongue · Venomous Cure Fulu · Verdant Branch · Verdant Staff · Verdant Staff · Vermin Repellent Agent · Vestige Lenses · Vexing Vapor · Vial of the Immortal Wellspring · Victory Plate · Victory Plate · Vigilant Eye · Vine Arrow · Vine Of Roses · Vine Whip · Violet Colorful Coating · Violet Ray · Violet Venom · Violin of the Waves · Viper Arrow · Viper Rapier · Viper's Fang · Virtuoso Handheld Musical Instrument · Virtuoso Heavy Musical Instrument · Visap · Vobrodeik's Passage · Vodouth · Vofalai Chronicle · Vofalai's Coin · Vofalai's Mentor · Vofalai's Pouch · Voice from the Grave · Voicebox · Void Thousand-Pains Fulu · Voratalo Liativeirn Emblem · Vorpal · Vouzirn's Lasso · Voyager's Pack · Vravousak's Draft · Vriamobar Key · Vrizain's Chime · Vrizain's Chime of Blasting · Vrizain's Chime of Destruction · Vrizain's Chime of Dread · Vrizain's Chime of Refuge · Vrizain's Chime of Resistance · Vrizain's Chime of Restoration
Item 1+
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.
Type minor; Level 1; Price 4 gp
The duration is 1 hour.
Type lesser; Level 3; Price 12 gp
The duration is 24 hours.
Type moderate; Level 6; Price 50 gp
The duration is 1 week.
LOL, page 71.
Item 1+
Usage held in 1 hand; Bulk L
Activate Interact
Category Elixir
A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.
Type minor; Level 1; Price 4 gp
The duration is 1 hour.
Type lesser; Level 3; Price 12 gp
The duration is 24 hours.
Type moderate; Level 6; Price 50 gp
The duration is 1 week.
Type greater; Level 12; Price 400 gp
The duration is 1 year.
Type major; Level 18; Price 5,000 gp
The duration is permanent.
Crafting Requirements Creating a vaccine requires a sample of the disease in question.
Special A vaccine is the same rarity as the disease it's designed to prevent, or as the creature who inflicts the disease if the disease itself doesn't list a rarity.
Treasure Vault, page 61.
Item 8
Price 500 gp
Usage held in 1 hand; Bulk 1
Category Held
This +1 striking wounding morningstar is studded with teeth pulled from a vampire, which usually requires an animate donor, given vampires' tendency to turn to dust when destroyed.
Craft Requirements The initial raw materials must include teeth from a vampire (Bestiary 318).
Treasure Vault, page 38.
Item 13
Price 3,000 gp
Usage held in 2 hands; Bulk 2
Category Held
The blade of this +2 greater striking wounding scythe is sharp enough to produce a whistling sound when swung through the air. The shaft is made of ebony wood with a sickly shine to it, much like the shine of infected wounds and contaminated water.
LOTGB, page 31.
Item 3
Price 60 gp
Usage tattooed on the body; Bulk —
Category Tattoo
These tattoos are created using designs and techniques from Liativeirn culture. Such tattoos often depict the Liativeirn rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Liativeirn iconography.
The tattoo allows you to understand and speak Liativeirn. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Liativeirn to someone who understands it.
Each description lists the school of each Liativeirn emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Virokral magic that was once so prevalent in Geifu, these tattoos lack a symbol of divination.
This rune of illusion can cast ventriloquism.
Main Item: Liativeirn EmblemTreasure Vault, page 123.
Item 10
Price 160 gp
Usage affixed to armor; Bulk —
Activate envision; Trigger You attempt a Stealth check for initiative, but you haven't rolled yet; Requirements You are a master in Stealth.
Category Talisman
This copper coin dangles from a leather strip strung through a hole drilled in the center. Until activated, the coin becomes invisible for a few seconds at random intervals every few minutes. When you activate the coin, it casts a 2nd-level invisibility spell on you, lasting until the end of your next turn.
Core Rulebook, page 569.
Item 5
Price 150 gp
Usage worn
Category Worn Item
A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation.
LOCG, page 112.
Item 14
Price 900 gp
Usage affixed to armor
Activate envision; Trigger You trigger a trap's reaction or an enemy that was undetected by you makes an attack against you
Category Talisman
You're an expert in the affixed armor and an expert in Reflex saves.
Within this strange glass sphere swirls a cloud of smoke that occasionally appears as if it's trying to escape. You react to a surprise encounter with haste, activating this talisman and causing your body to momentarily become like vapor. Against the trap's reaction or the attack, you gain resistance 25 to physical damage and are immune to precision damage.
This effect also prevents the reaction or attack from physically moving you (such as falling down a pit or being knocked prone), and after the reaction or attack, you can Fly 5 feet. When you end this flight, you leave your vaporous state and are exposed to any danger still at your location.
Secrets of Magic, page 176.
Item 7
Price 340 gp
Usage held in 1 hand; Bulk —
Category Held
This hand-polished pipe is carved from oak and releases small wisps of smoke even when unlit. As long as you're holding a vaporous pipe, you don't take a circumstance penalty to Perception checks due to thick smoke, and you can't suffocate from smoke and heated air (such as within a wildfire). As long as you are holding the pipe, you also gain resistance to fire equal to half your level.
Treasure Vault, page 116.
Item 10
Price 190 gp
Usage held in 2 hands; Bulk 1
Activate Interact
Category Consumable
A malformed, artificial brain pulses with alchemical life inside a nutrient-rich vat. When the vat-grown brain is activated, it attempts to counteract one condition of your choice that was gained from an ability with the mental trait, which it does by drawing the negative mental impressions into itself. However, the artificial brain is not robust, and the strain of the transfer quickly destroys it.
The vat-grown brain has a counteract level of 5 and a +17 modifier on the roll.
Item 6
Price 230 gp
Usage worn backpack; Bulk 1
Category Worn Item
This bulky leather harness has four pockets across the chest.
The pockets contain a set of infiltrator's thieves' tools, infiltrator picks, a levered crowbar, and a glass cutter. These items are magically bound to the harness; if they are more than 1 foot away from you, they disappear, then reappear in the harness at the next sunset. Broken or destroyed items similarly reappear, restored, in their proper pockets at sunset.
AoE2, page 76.
Item 6
Price 230 gp
Usage worn backpack; Bulk 1
Category Worn Item
A vaultbreaker's harness has four pockets across the chest. The pockets contain a set of infiltrator's thieves' tools, infiltrator picks, a levered crowbar, and a glass cutter. These items are magically bound to the harness; if they are more than 1 foot away from you, they disappear, then reappear in the harness at the next sunset. Broken or destroyed items similarly reappear, restored, in their proper pockets at sunset.
Treasure Vault, page 145.
Item 4
Price 100 gp
Usage worn; Bulk —
Category Tattoo
Kithebriar teaches that an eye for an eye is the basis of law. This tattoo of a coiled viper provides a +1 item bonus to Society checks.
LOIL, page 305.
Item 7
Price 333 gp
Usage worn; Bulk —
Category Tattoo
Secrets must be unraveled, no matter how painful.
This tattoo of braided tongues provides a +1 item bonus to Deception checks.
LOIL, page 305.
Item 3
Price 10 gp
Usage affixed to armor
Activate envision; Trigger You attempt a saving throw against an injected poison.
Category Consumable
This green fulu depicts venomous creatures and vermin.
When activated, the venom from the fulu fights against the venom in your system, granting you a +2 status bonus to the triggering saving throw.
Secrets of Magic, page 161.
Item 7
Price 360 gp
Usage worn; Bulk L
Category Worn Item
Woody vines and branches curl and twist around each other, growing small twigs, leaves, and flowers across the surface of this prosthetic arm or leg.
Treasure Vault, page 108.
Item 6+
Usage held in 1 hand; Bulk 1
Category Staff
This oak branch grows leaves in spring that change color in autumn and shed in winter. While wielding it, you gain a +2 circumstance bonus to checks to identify plants and fungus.
Type verdant staff; Level 6; Price 225 gp
Type greater verdant staff; Level 12; Price 1,750 gp
Craft Requirements Supply one casting of all listed levels of all listed spells.
Core Rulebook, page 595.
Item 6
Price 225 gp
Usage held in 1 hand; Bulk 1
Category Staff
This oak branch grows leaves in spring that change color in autumn and shed in winter. While wielding it, you gain a +2 circumstance bonus to checks to identify plants and fungus.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Verdant StaffCore Rulebook, page 595.
Item 3+
Usage held in 2 hands; Bulk L
Activate Interact
Category Consumable
This specialized cream serves as a repellent to stave off insects.
The repellent also binds with a number of common insect venoms, dulling the potency and giving the wearer's immune system a boost to resist venoms. Once applied to your skin, the repellent grants you an item bonus to Fortitude saving throws against poisons for 4 hours. In addition, any arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals) must attempt a Will save when attempting to attack you with a melee Strike, or with a swarm attack such as the spider swarm's swarming bites. The arthropod then becomes temporarily immune for 1 minute.
Critical Success The creature can act normally.Success The creature is frightened 1.Failure The creature is frightened 2.Critical Failure The creature is frightened 2 and fleeing.Type lesser; Level 3; Price 8 gp
You gain a +1 item bonus and the save DC is 17.
Type moderate; Level 8; Price 75 gp
You gain a +2 item bonus and the save DC is 24.
Type greater; Level 12; Price 315 gp
You gain a +3 item bonus and the save DC is 29.
Type major; Level 16; Price 1,350 gp
You gain a +4 item bonus and the save DC is 35.
LOPSG, page 101.
Item 3
Price 40 gp
Usage worn eyepiece; Bulk L
Category Worn Item
These simple lenses are alchemically treated to detect the faint smoke trail from a piece of specially formulated sandalwood incense. This incense has an odor undetectable by most people and a long burn time, making it perfect for discreetly tracking individuals. A stick of this incense costs 1 sp and can safely burn for up to 8 hours. While wearing the lenses, you see alchemical fumes in a distinct green tint, granting you a +1 item bonus to Survival checks to Track a creature marked with the incense and to Perception checks to Seek any alchemical vapors. If the smoke is fresh, Tracking via the incense's fumes might use a lower DC than normal for tracking a creature walking on firm surfaces.
LOL, page 25.
Item 1+
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
This flask contains a fine red powder made from toxic berries. A vexing vapor bomb deals the listed mental damage and mental splash damage. On a hit, the target must succeed at a DC 5 flat check before taking actions with the concentrate trait. This lasts until the end of its next turn (1 minute on a critical hit).
Type lesser; Level 1; Price 4 gp
The bomb deals 1d6 mental damage and 1 mental splash damage.
Type moderate; Level 3; Price 12 gp
You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage.
Type greater; Level 11; Price 300 gp
You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage.
Type major; Level 17; Price 3,000 gp
You gain a +3 item bonus to attack rolls. The bomb deals 4d6 mental damage and 4 mental splash damage.
LOTGB, page 27.
Item 20
Category Contract
At a wellspring, you gave your blood to a force of nature and received a vial from the wellspring's heart in return. Once per 10 minutes, when your dying value would increase above 3, you instead become unconscious and are no longer dying; this doesn't prevent you from being killed by death effects or the doomed condition. Once per day, from any distance, the entity that holds your bargained contract can possess you and control your actions, leaving you unaware of what goes on. This possession automatically succeeds, regardless of any countermeasures you might take. Normally this lasts for only 1 round if during an encounter, or no longer than a few minutes during exploration. However, the more you rely on the power of the wellspring's heart to survive death, the longer it can possess you the next time it chooses to do so, doubling the amount of time with each use, to a maximum duration of 1 day. Once the entity possesses you, this duration resets.
Dark Archive, page 165.
Item 9+
Usage worn armor; Bulk 4
Category Armor
The metal plates of this +1 resilient full plate are covered by a bright tabard featuring a distinctive coat of arms divided into four fields. This insignia magically records your recent victories, displaying one triumph in each field of the coat of arms, allowing you to call upon those victories for aid in future battles.
Type victory plate; Level 9; Price 675 gp
Type greater victory plate; Level 15; Price 5,500 gp
The armor is a +2 greater resilient full plate. You can use the second activation once per minute instead of once per hour, and the resistance it grants is 10, or 20 for the ooze's resistance against precision damage.
Advanced Player’s Guide, page 264.
Item 9
Price 675 gp
Usage worn armor; Bulk 4
Category Armor
The metal plates of this +1 resilient full plate are covered by a bright tabard featuring a distinctive coat of arms divided into four fields. This insignia magically records your recent victories, displaying one triumph in each field of the coat of arms, allowing you to call upon those victories for aid in future battles.
Advanced Player’s Guide, page 264.
Item 9+
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
Carved in this wooden disc is a humanoid eye, painted in muted shades that blend in with the wood. The eye's pupil continually twitches and moves, scanning its bearer's surroundings.
Type greater vigilant eye; Level 11; Price 1,250 gp
The flat check DC if the eye is affixed to a weapon is 3 if the target is concealed or 9 if it's hidden.
Type major vigilant eye; Level 13; Price 2,700 gp
The flat check DC if the eye is affixed to a weapon is 2 if the target is concealed or 8 if it's hidden.
Treasure Vault, page 129.
Item 3
Price 10 gp
Ammunition arrow
Activate command
Category Ammunition
Leafy stalks protrude from the shaft of this rustic arrow. When an activated vine arrow hits a target, the arrow's shaft splits and grows, wrapping the target in vines. The target takes a –10-foot circumstance penalty to its Speeds for 2d4 rounds, or until it Escapes against a DC of 19. On a critical hit, the target is also immobilized until it Escapes.
Core Rulebook, page 560.
Item 9
Price 600 gp
Usage held in 2 hands; Bulk 1
Category Held
This +1 striking disrupting spiked chain comes in a rich, green color with rose petals painted on the handle in varying shades of red and pink. The chain seems to banish nearby shadows.
LOTGB, page 85.
Item 8
Price 500 gp
Usage held in 1 hand; Bulk 1
Category Held
This +1 striking whip is crafted from the vine of a dangerous plant creature. It deals bludgeoning or slashing damage, according to the vine attack of the creature it was harvested from. For example, collecting a vine from an assassin vine would result in a vine whip that deals bludgeoning damage, while one from a mandragora or viper vine would deal piercing damage.
The weapon has a space of 5 feet, but it doesn't block or impede enemies attempting to move though that space, nor does it benefit from or provide flanking. The weapon can't use reactions, and it acts on your turn.
While Activated, a vine whip makes Strikes with an attack modifier of +22 plus its item bonus to attack rolls (normally +24 total). It uses the weapon's normal damage but has a +0 Strength modifier. The whip's abilities that automatically trigger on a hit or critical hit still function, but the weapon can't be Activated or benefit from any of your abilities while rooted.
Each round, when the vine whip is finished using its actions, attempt a DC 6 flat check. On a failure, the ends and the vine whip becomes inanimate.
You can't Activate the item again for 10 minutes. Removing the vine whip from the ground takes an Interact action. While rooted, the vine whip gains fast healing 1.
Craft Requirements The initial raw materials must include the vine from a plant creature with a vine attack.
Treasure Vault, page 38.
Item 4
Price 15 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Consumable
These coatings come in different colors, each with a different special effect. A bottle of colorful coating contains enough to slather over one 5-foot square within your reach or space and is made with a special dispenser that enables you to coat the surface using only one hand.
It's possible to use the coating on any surface that can be painted (subject to the GM's discretion). Colorful coating dries instantly, and its effect in the square you coated lasts for 1 minute. After that time, the coating turns to fine, inert powder, returning the square to its original condition unless otherwise noted.
Violet colorful coating contains compounds that become goopy and sticky. A square of this coating is difficult terrain. Any creature that enters the square must succeed at a DC 20 Reflex save or take a –15-foot penalty to its Speeds until the end of its next turn. On a critical failure, the creature is immobilized in the square until the end of its next turn. The target can end these effects by Escaping (DC 20) or spending 2 Interact actions to remove the sticky substances. These Interact actions don't have to be consecutive, and other creatures can help by providing the actions.
Main Item: Colorful CoatingTreasure Vault, page 52.
Item 12
Price 1,893 gp
Usage held in 2 hands; Bulk 2
Category Held
One of the many wondrous devices brought into the world by Voltaic technology is the seemingly miraculous violet ray.
Physicians claim it anything from headaches to heartburn, or nausea to deafness, all with an easy and painless treatment.
The device is a glass vacuum with an insulated handle connected to a small Voltaic coil. When powered, the glass tube fills with purple light and becomes warm to the touch. Pressing the tube to one's body is said to increase blood flow, eliminate toxins, and many other beneficial effects. A violet ray functions as a set of healer's tools and provides a +2 item bonus to Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds.
Shockguard Coil Violet Ray.
Guns & Gears, page 83.
Item 3
Price 12 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
The delicate process of extracting violet venom from a violet fungus leaves it diluted at the best of times. Alchemists are still on the hunt for a truly pure, unadulterated version of this highly toxic poison.
Saving Throw DC 17 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 1d6 poison plus enfeebled 1 (1 round); Stage 2 1d6 poison plus drained 1 (1 round); Stage 3 2d6 poison plus enfeebled 1 (1 round)
Treasure Vault, page 71.
Item 9
Price 700 gp
Usage held in 2 hands; Bulk 1
Category Held
This violin is crafted from finely wrought rosewood that emits a strong, but pleasant, smell of salt water and ocean life. It's engraved with images of sailors working and waves gently rolling. When you make a Performance check using the violin of the waves, you gain a +2 item bonus to the check. This bonus increases to +3 if the performer is currently aboard a ship, walking on the ocean, or otherwise immediately adjacent to ocean water.
The violin was created to play a specific tune, one that springs instantly into the mind of anyone who so much as casually strums the instrument. It's a tune of calm waters and safety, but also of pranks played upon shipmates and revelry.
Anyone aboard the ship finds their mind wanders when performing tasks however, daydreaming of drunken revelry or other forms of entertainment, and the crew of the ship takes a –2 status penalty to skill checks to do anything other than participate in such revelry.
Treasure Vault, page 116.
Item 4
Price 17 gp
Ammunition arrow
Activate command
Category Ammunition
The shaft of this arrow is covered in fine green scales, and its iron head comes to a pair of points almost like fangs. After an activated viper arrow hits a target, the arrow transforms into a viper. The target is affected by the viper's poison, as if it had been bitten. The viper then lands in an open space adjacent to the target.
The viper has the summoned trait and acts at the end of your turn, even though you didn't use the Sustain a Spell action. It is under the GM's control, but it generally attacks the creature the arrow struck. The viper vanishes after 1 minute or when slain.
Craft Requirements Supply one casting of summon animal.
Core Rulebook, page 561.
Item 20
Price 70,000 gp
Usage held in 1 hand; Bulk 1
Category Apex
Crafted from flawless jade, the guard of this rapier takes the form of a twisting serpent with the blade thrusting from its open mouth. This rapier functions as a +3 greater striking speed rapier. While wielding the rapier, your movement doesn't trigger reactions when you Stride, Balance, or Tumble Through. When you invest the rapier, you either increase your Dexterity score by 2 or increase it to 18, whichever is higher.
Treasure Vault, page 104.
Item 14
Price 850 gp
Usage affixed to a weapon; Bulk —
Activate envision; Trigger A creature within your reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a move action it's using
Category Talisman
You are a master with the affixed weapon.
When you activate this resin-strengthened viper skull, you make an Attack of Opportunity against the triggering creature.
If you have Attack of Opportunity, you can activate the viper's fang as a free action.
Core Rulebook, page 569.
Item 3
Price 50 gp
Bulk 1
Hands 2
Category Adventuring Gear
Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played.
A virtuoso instrument gives a +1 item bonus to Performance checks using that instrument.
Main Item: Musical InstrumentCore Rulebook, page 288.
Item 3
Price 100 gp
Bulk 16
Hands 2
Category Adventuring Gear
Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while being played.
A virtuoso instrument gives a +1 item bonus to Performance checks using that instrument.
Main Item: Musical InstrumentCore Rulebook, page 288.
Item
Price 2 gp
Bulk L
Damage 1d4 slashing
Hands 1
Category Advanced Melee Weapon; Group Knife
Two small, curved blades extend from a single hilt. There's a hollow area inside that vishkanyas can use to store an unused dose of their blood, or other poison, for the future.
LOIL, page 221.
Item 15
Usage held in 1 hand; Bulk 1
Category Held
This +2 greater striking flintlock pistol has the odd construction of possessing two triggers, one of soapstone and one of onyx, clearly separated with individual trigger guards. Originally created by a student at Brumous College in Tobraid, the vobrodeik's passage has the ability to create temporary linked portals on existing surfaces. The weapon disappeared shortly after its invention, but rumors have circulated that it now belongs to a group of thieves who use it to commit impossible robberies.
Choose a vertical surface within 120 feet. A beam of black energy crackles to the vertical surface and creates a black portal on that surface. Any creature who moves through the black portal comes out through the vobrodeik's passage's white portal, if one exists on the same plane.
Using this activation causes any previous black portal to disappear; even if you don't create a new portal; otherwise, the portal lasts until your next daily preparations.
Guns & Gears, page 165.
Item 20
Usage held in 1 hand; Bulk 1
Category Held
Perception +26; precise vision 60 feet, imprecise hearing 30 feet
Communication telepathy (Driraithod, Celestial, Common, Utopian)
Skills Diplomacy +33, Religion +29, Warfare Lore +27
Int +0, Wis +4, Cha +6
Will +31
Vodouth was a Knight of Mashind during the Shining Crusade, sworn to the service of Giatevrin's herald, Sushaisi. After Sushaisi perished at the hands of the Falethiamath, Vodouth became the first paladin to swear her service to the newly ascended goddess, Laisouvis. When she fell in battle, a fragment of her spirit clung to the sword through which she had wielded her faith in countless battles, granting the weapon a sentience of its own. The sword named herself after her fallen bearer and has been a faithful companion to many Laisouvisan warriors since.
Vodouth is a +3 major striking holy rapier devoted to the principles of Laisouvis as an exemplar of valorous action and as a protector of the innocent.
Vodouth is very particular about who she permits to wield her. She agrees to work with you if you are a follower of Laisouvis, or if you are lawful good or neutral good and worship a different good deity. Otherwise, you must convince Vodouth of the rightness of your cause. If Vodouth doesn't want you to wield her, once per minute she can attempt to force you to put her down (DC 42 Will save to resist this command). Even if you succeed at this saving throw, Vodouth refuses to apply any of her fundamental or property runes and gives you a –2 penalty on attack rolls with Vodouth or any other weapon until you drop her.
Vodouth can use the following activations.
Item 3
Price 6 gp
Usage held in one hand; Bulk L
Category Held
Numerous volumes and editions of the Vofalai Chronicles exist, each cataloging different adventures. Vofalai Chronicles are a type of scholarly journal that specifically devotes topics to Vofalai discoveries, rather than more theoretical academic topics. Because Vofalais have better access to these chronicles than other scholarly journals, they are particularly common among Vofalai agents building a library of reference texts.
LOCG, page 110.
Item 2
Price 30 gp
Usage held in 1 hand
Category Held
This coin usually resembles ancient currency. An intricate matrix of gold and platinum wires inside the coin causes it to float an inch in the air and spin if placed on a wayfinder.
LOCG, page 110.
Item 6
Usage worn; Bulk —
Category Worn Item
Perception +15; precise vision 30 feet, imprecise hearing 30 feet
Communication telepathy (Common and two other common languages)
Skills Vofalai Lore +15, Survival +13, Society +13
Int +3, Wis +3, Cha +1
Will +14
A Vofalai's mentor is a bi‑resonant wayfinder (World Guide 17) that has developed sapience. Most Vofalai's mentors are eager explorers that object to staying in one location for long, urging their bearers toward ancient ruins to explore, relics to study, and discoveries to make. To this end, the wayfinder acts as a guide, making Survival checks on your behalf during your travels. A Vofalai's mentor also has the following activations.
Treasure Vault, page 196.
Item 6
Price 200 gp
Usage worn belt pouch; Bulk L
Category Consumable
This unobtrusive belt pouch is popular among Vofalais who operate in places where the Society is not welcome. It is constantly under the effects of a 3rd-level magic aura spell to appear non-magical. The pouch's normal space holds as much as an ordinary belt pouch, but it also has a small extradimensional space that holds up to 1 Bulk of items.
A creature actively inspecting the pouch in its ordinary state discovers the existence of the extradimensional space only on a critical success to Search the pouch (see the Concealing an Item action of the Stealth skill), though when the extradimensional space is active, it's obvious to anyone examining the pouch that it is more than it seems.
LOCG, page 111.
Item 10
Price 1,700 gp
Usage held in 1 hand; Bulk L
Category Held
This onyx skull emits eerie whispers when on its own, but when held the skull enables you to speak with spirits and haunts you can see, even if you don't share a language. The voice from the grave translates anything the spirit or haunt says, using a language you understand, and translates your words for the spirit or haunt in kind. This doesn't make the target friendly or even cooperative, but it does enable communication. The GM determines the language in the case of a haunt. You can't communicate with mindless spirits using the skull.
If you target a haunt that doesn't have a Will modifier, it automatically gets a failure on its save.
Treasure Vault, page 117.
Item 0
Price 5 sp
Usage worn necklace; Bulk —
Category Worn Item
This box contains small, magical amplifiers that allow a non- verbal character to translate thought into speech, which emits from the necklace. The speech produced matches any language you understand.
Treasure Vault, page 109.
Item 20
Price 8,100 gp
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.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.
Main Item: Thousand-Pains FuluTreasure Vault, page 79.
Item 3
Price 60 gp
Usage tattooed on the body; Bulk —
Category Tattoo
These tattoos are created using designs and techniques from Liativeirn culture. Such tattoos often depict the Liativeirn rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Liativeirn iconography.
The tattoo allows you to understand and speak Liativeirn. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Liativeirn to someone who understands it.
Each description lists the school of each Liativeirn emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Virokral magic that was once so prevalent in Geifu, these tattoos lack a symbol of divination.
This rune of necromancy can cast purify food and drink.
Main Item: Liativeirn EmblemTreasure Vault, page 123.
Rune 17
Price 15,000 gp
Usage etched onto a slashing melee weapon
Category Rune
Originally created as a means of slaying the legendary jabberwock, vorpal weapons prove equally effective against nearly any foe with a head.
Core Rulebook, page 585.
Item 4
Price 100 gp
Usage held in 2 hands; Bulk 1
Category Held
This enchanted lasso is a net (Advanced Player's Guide 249) that can be used to Grapple creatures up to 30 feet away, requires a DC 18 Athletics check to Force Open, and has an Escape DC of 18. It's permanently attached to a 30-foot rope.
While using the vouzirn's lasso to Grapple, you receive a +1 item bonus to Grapple checks against creatures with the chaotic trait. If you roll a critical failure on your attempt to Grapple a chaotic creature with the vouzirn's lasso, you get a failure instead.
OoA3, page 73.
Item 17
Price 14,800 gp
Usage worn backpack; Bulk —
Category Worn Item
This leather rucksack has icons burned into it, and every time it's taken to a plane it hasn't been to before, a new icon representing that plane scorches into the surface. The pack grants you a +3 bonus to Survival checks.
It also enables you to see the magical traces of creatures' passage, allowing you to Track a creature that has teleported. The GM sets the DC of this check, usually using the level and DC of the teleportation spell. This lets you find the location of the creature's destination, and you can use that destination when casting teleport or activating the pack, even though you don't know what it looks like.
The pack contains an extradimensional space with the same properties as a type II bag of holding. This space contains the contents of a climber's kit. If any components of that kit are removed and not returned, they return to the pack at dawn each day.
Core Rulebook, page 617.
Item 9
Usage held in 1 hand; Bulk L
Activate Interact
Category Potion
A pickled lizard's tongue, tied into a knot, floats in this oily potion. When you drink it, you can speak and understand all spoken (but not written) languages for 1 hour. However, if you attempt to translate any spoken language, your translation is always erroneous in a way likely to cause substantial confusion or anger, typically reducing the listener's attitude toward you by one step. You aren't aware of your error, and any attempt to correct the mistake only compounds it.
Dark Archive, page 161.
Item 22
Usage worn; Bulk —
Category Artifact
This palm-sized talisman hangs on a string of braided bark fibers. It resembles a leaf from some unknown tree similar to oak, carved from jade and then dipped halfway into black ink that looks wet despite feeling completely dry. The gate key was originally created to open the maelaedros known as the Seventh Arch. In recent years, corrupting magic has given it additional, stranger powers.
When you wear and invest the Vriamobar Key, shadows gather around you. You gain a +1 item bonus to Stealth checks. However, this boon comes with great risk:
any elf who touches the Vriamobar Key is immediately afflicted with the obnubilate curse (see below).
Destruction The Vriamobar Key's magic can be destroyed by exposing the artifact to uncontained teleportation energies. If touched to an unlinked or malfunctioning maelaedros, the Vriamobar Key causes the gate to connect to a new counterpart. If this happens, the key's magic leaves it, rendering the item useless (as described on page 65).
Item 4+
Usage held in 1 hand; Bulk L
Category Held
The Briamorumorein Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power.
Type vrizain's chime of blasting; Level 6; Price 250 gp
This chime features carvings of destructive runes.
When activated, it creates the effects of a 3rd-level sound burst centered on you (DC 20 Fortitude save). Instead of the spell's normal range, it has a 5-foot emanation. In addition, creatures that critically fail their save are knocked prone by the chime's effect. You can use this chime once per day.
Type vrizain's chime of destruction; Level 4; Price 100 gp
A series of shattered mountains are carved into this chime. When activated, you touch the chime against an unattended object, casting shatter upon the object, ignoring the object's Hardness if it's 6 or lower. You can use this chime once per day.
Type vrizain's chime of dread; Level 10; Price 1,000 gp
This chime's carvings depict skulls and other grim icons.
When activated, it creates an aura of fear in a 5-foot emanation for 1 round. Creatures in the aura must attempt a DC 27 Will save. On a failure, they become frightened 1 (frightened 2 on a critical failure). Affected creatures can't reduce their frightened condition below frightened 1 while the chime is ringing. You can Sustain the Activation to sustain the aura, up to a total of 5 rounds. This chime can be used only once per day, whether or not you Sustain the aura.
Type vrizain's chime of refuge; Level 8; Price 500 gp
This chime's carvings depict a series of warding runes that evoke feelings of serene protection. When activated, you touch the chime to yourself or a willing creature. The target gains the effects of sanctuary (DC 20 Will save)
You can use this chime up to five times per day, but each use must target a different creature.
Type vrizain's chime of resistance; Level 5; Price 160 gp
This chime features several elemental runes in its carvings. When activated, it creates a defensive aura in a 5-foot emanation. As you activate the chime, choose acid, cold, electricity, fire, or sonic. You and creatures in the aura gain resistance 5 against the damage type you chose. This aura remains active for 10 minutes. This chime can be used once per week.
Type vrizain's chime of restoration; Level 12; Price 2,000 gp
This chime's carvings depict blooming flowers. When activated, it creates a small aura of healing in a 5-foot emanation. Creatures in the aura gain fast healing 15. This aura remains active for 3 rounds. This chime can be used once per week.
Item 6
Price 250 gp
Usage held in 1 hand; Bulk L
Category Held
The Briamorumorein Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power.
This chime features carvings of destructive runes.
When activated, it creates the effects of a 3rd-level sound burst centered on you (DC 20 Fortitude save). Instead of the spell's normal range, it has a 5-foot emanation. In addition, creatures that critically fail their save are knocked prone by the chime's effect. You can use this chime once per day.
Main Item: Vrizain's ChimeItem 4
Price 100 gp
Usage held in 1 hand; Bulk L
Category Held
The Briamorumorein Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power.
A series of shattered mountains are carved into this chime. When activated, you touch the chime against an unattended object, casting shatter upon the object, ignoring the object's Hardness if it's 6 or lower. You can use this chime once per day.
Main Item: Vrizain's ChimeItem 10
Price 1,000 gp
Usage held in 1 hand; Bulk L
Category Held
The Briamorumorein Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power.
This chime's carvings depict skulls and other grim icons.
When activated, it creates an aura of fear in a 5-foot emanation for 1 round. Creatures in the aura must attempt a DC 27 Will save. On a failure, they become frightened 1 (frightened 2 on a critical failure). Affected creatures can't reduce their frightened condition below frightened 1 while the chime is ringing. You can Sustain the Activation to sustain the aura, up to a total of 5 rounds. This chime can be used only once per day, whether or not you Sustain the aura.
Main Item: Vrizain's ChimeItem 8
Price 500 gp
Usage held in 1 hand; Bulk L
Category Held
The Briamorumorein Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power.
This chime's carvings depict a series of warding runes that evoke feelings of serene protection. When activated, you touch the chime to yourself or a willing creature. The target gains the effects of sanctuary (DC 20 Will save)
You can use this chime up to five times per day, but each use must target a different creature.
Main Item: Vrizain's ChimeItem 5
Price 160 gp
Usage held in 1 hand; Bulk L
Category Held
The Briamorumorein Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power.
This chime features several elemental runes in its carvings. When activated, it creates a defensive aura in a 5-foot emanation. As you activate the chime, choose acid, cold, electricity, fire, or sonic. You and creatures in the aura gain resistance 5 against the damage type you chose. This aura remains active for 10 minutes. This chime can be used once per week.
Main Item: Vrizain's ChimeItem 12
Price 2,000 gp
Usage held in 1 hand; Bulk L
Category Held
The Briamorumorein Chime-Ringers created these magical chimes to aid in their defense of their city. Each chime is made from elaborately carved wood depicting the nature of a given chime's power.
This chime's carvings depict blooming flowers. When activated, it creates a small aura of healing in a 5-foot emanation. Creatures in the aura gain fast healing 15. This aura remains active for 3 rounds. This chime can be used once per week.
Main Item: Vrizain's ChimePart: 1 2