From e60a8df4f069253fe6c18dd6a605ef8b5380811a Mon Sep 17 00:00:00 2001 From: Alexander Zielonka Date: Mon, 19 Jan 2026 01:55:01 +0100 Subject: [PATCH] Implement complete inventory system with equipment database Features: - HP Control component with damage/heal/direct modes (mobile-optimized) - Conditions system with PF2e condition database - Equipment database with 5,482 items from PF2e (weapons, armor, equipment) - AddItemModal with search, category filters, and pagination - Bulk tracking with encumbered/overburdened status display - Item management (add, remove, toggle equipped) Backend: - Equipment module with search/filter endpoints - Prisma migration for equipment detail fields - Equipment seed script importing from JSON data files - Extended Equipment model (damage, hands, AC, etc.) Frontend: - New components: HpControl, AddConditionModal, AddItemModal - Improved character sheet with tabbed interface - API methods for equipment search and item management Documentation: - CLAUDE.md with project philosophy and architecture decisions Co-Authored-By: Claude Opus 4.5 --- CLAUDE.md | 134 + client/public/pathfinder_conditions.json | 298 + .../components/campaign-detail-page.tsx | 99 +- .../components/add-condition-modal.tsx | 241 + .../characters/components/add-item-modal.tsx | 373 + .../components/character-sheet-page.tsx | 718 +- .../characters/components/hp-control.tsx | 328 + client/src/index.css | 8 + client/src/shared/components/layout.tsx | 4 +- client/src/shared/components/ui/card.tsx | 6 +- client/src/shared/lib/api.ts | 75 + client/src/shared/types/index.ts | 47 + docker-compose.yml | 2 +- server/package-lock.json | 572 +- server/package.json | 8 +- server/prisma/data/armor.json | 2240 + server/prisma/data/equipment.json | 44780 ++++++++++++++++ server/prisma/data/weapons.json | 8786 +++ .../migration.sql | 16 + server/prisma/schema.prisma | 39 +- server/prisma/seed-equipment.ts | 254 + server/prisma/seed.ts | 210 +- server/src/app.module.ts | 2 + .../modules/equipment/equipment.controller.ts | 128 + .../src/modules/equipment/equipment.module.ts | 12 + .../modules/equipment/equipment.service.ts | 153 + 26 files changed, 59218 insertions(+), 315 deletions(-) create mode 100644 CLAUDE.md create mode 100644 client/public/pathfinder_conditions.json create mode 100644 client/src/features/characters/components/add-condition-modal.tsx create mode 100644 client/src/features/characters/components/add-item-modal.tsx create mode 100644 client/src/features/characters/components/hp-control.tsx create mode 100644 server/prisma/data/armor.json create mode 100644 server/prisma/data/equipment.json create mode 100644 server/prisma/data/weapons.json create mode 100644 server/prisma/migrations/20260118225853_add_equipment_detail_fields/migration.sql create mode 100644 server/prisma/seed-equipment.ts create mode 100644 server/src/modules/equipment/equipment.controller.ts create mode 100644 server/src/modules/equipment/equipment.module.ts create mode 100644 server/src/modules/equipment/equipment.service.ts diff --git a/CLAUDE.md b/CLAUDE.md new file mode 100644 index 0000000..a309214 --- /dev/null +++ b/CLAUDE.md @@ -0,0 +1,134 @@ +# Dimension47 - TTRPG Campaign Management Platform + +## Projekt-Philosophie + +**Qualität vor Geschwindigkeit**: Es ist egal, wie lange die Implementierung dauert - das System soll am Ende gut funktionieren. Keine Shortcuts oder Quick-Fixes, die später Probleme verursachen. + +**Lieber langsam und richtig**: Immer den sauberen Weg wählen, auch wenn er länger dauert. Beispiele: +- Prisma Migrations statt `db push` verwenden +- Daten in Datenbank statt direkt aus JSON-Dateien lesen +- Proper Error Handling statt try/catch mit console.log +- TypeScript strict mode, keine `any` Types + +## Architektur-Entscheidungen + +### Daten-Management +- **Equipment/Items in Datenbank**: Alle Pathfinder 2e Daten (Waffen, Rüstungen, Ausrüstung, Zauber, Talente) werden in die PostgreSQL-Datenbank importiert, NICHT direkt aus JSON-Dateien gelesen. +- **Prisma Seed Scripts**: JSON-Dateien werden via `prisma db seed` in die Datenbank importiert. +- **Übersetzungen gecacht**: Deutsche Übersetzungen werden on-demand via Claude API generiert und in der Translation-Tabelle gespeichert. + +### Vorteile des Database-Ansatzes +- Bessere Such- und Filtermöglichkeiten +- Konsistente Datenstruktur +- Eigene Items können hinzugefügt werden +- Relationale Verknüpfungen möglich +- Performance durch Indizes + +## Tech Stack + +### Frontend +- React 19 + TypeScript +- Vite als Build Tool +- Tailwind CSS v4 +- shadcn/ui Komponenten (selbst gebaut) +- Zustand für Client State + +### Backend +- NestJS mit TypeScript +- Prisma ORM +- PostgreSQL +- JWT Authentication +- Socket.io für WebSockets + +## Ordnerstruktur + +``` +dimension47/ +├── client/ # React Frontend +│ ├── src/ +│ │ ├── app/ # App-Config, Router +│ │ ├── features/ # Feature-Module (auth, campaigns, characters, etc.) +│ │ │ └── characters/components/ +│ │ │ ├── character-sheet-page.tsx # Hauptseite mit Tabs +│ │ │ ├── hp-control.tsx # HP-Management Komponente +│ │ │ ├── add-condition-modal.tsx # Zustand hinzufügen +│ │ │ └── add-item-modal.tsx # Item aus DB hinzufügen +│ │ ├── shared/ # Geteilte Komponenten, Hooks, Types +│ │ └── assets/ +│ └── public/ # Statische Dateien, JSON-Datenbanken +│ +└── server/ # NestJS Backend + ├── src/ + │ ├── modules/ # Feature-Module + │ │ ├── auth/ # Authentifizierung + │ │ ├── campaigns/ # Kampagnenverwaltung + │ │ ├── characters/# Charakterverwaltung + │ │ └── equipment/ # Equipment-Datenbank (NEU) + │ ├── common/ # Shared Utilities + │ └── prisma/ # Prisma Service + └── prisma/ + ├── schema.prisma # Datenbank-Schema + ├── migrations/ # Prisma Migrations + ├── seed.ts # Basis-Seed + ├── seed-equipment.ts # Equipment-Import (5.482 Items) + └── data/ # JSON-Quelldaten für Equipment +``` + +## Implementierte Features + +### Auth +- JWT-basierte Authentifizierung +- Login/Register/Logout +- Rollen: ADMIN, GM, PLAYER + +### Kampagnen +- CRUD für Kampagnen +- Mitgliederverwaltung +- GM-Berechtigungen + +### Charaktere +- Pathbuilder 2e Import +- HP-Management (mobile-optimiert, Schaden/Heilung/Direkt) +- Zustände (Conditions) mit PF2e-Datenbank +- Fertigkeiten mit deutschen Namen +- Rettungswürfe +- Inventar-System mit vollständiger Equipment-Datenbank (5.482 Items) +- Bulk-Tracking mit Belastungs-Anzeige +- Item-Suche mit Kategoriefilter und Pagination + +### Equipment-Datenbank +- **5.482 Items** aus Pathfinder 2e importiert +- Waffen mit Schaden, Schadentyp, Reichweite, Eigenschaften +- Rüstungen mit RK, DEX-Cap, Penalties +- Verbrauchsgüter und allgemeine Ausrüstung +- Durchsuchbar nach Name, Kategorie, Level, Eigenschaften +- API-Endpunkte: `/equipment`, `/equipment/categories`, `/equipment/weapons`, etc. + +## Design-Prinzipien + +- **Mobile-First**: Touch-optimiert mit 44px+ Touch-Targets +- **Dark Mode**: Primärfarbe #c26dbc (Magenta) +- **Deutsch**: Alle UI-Texte auf Deutsch +- **Keine Emojis**: Nur Lucide Icons + +## Entwicklung + +```bash +# Backend starten (Port 3001) +cd server && npm run start:dev + +# Frontend starten (Port 5173) +cd client && npm run dev + +# Prisma Migrations (IMMER Migrations verwenden, NIEMALS db push!) +cd server && npm run db:migrate:dev # Neue Migration erstellen & anwenden +cd server && npm run db:migrate:deploy # Migrations in Produktion anwenden +cd server && npm run db:migrate:status # Status der Migrations prüfen +cd server && npm run db:migrate:reset # DB zurücksetzen (Dev only!) + +# Prisma Sonstiges +cd server && npm run db:studio # DB Browser +cd server && npm run db:generate # Prisma Client generieren +cd server && npm run db:seed # Basis-Seed-Daten laden +cd server && npm run db:seed:equipment # Equipment-Datenbank laden +``` diff --git a/client/public/pathfinder_conditions.json b/client/public/pathfinder_conditions.json new file mode 100644 index 0000000..5fee342 --- /dev/null +++ b/client/public/pathfinder_conditions.json @@ -0,0 +1,298 @@ +{ + "conditions": [ + { + "name": "Blinded", + "name_german": "Geblendet", + "description": "You can't see. All normal terrain is difficult terrain to you. You can't detect anything using vision. You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to Perception checks. You are immune to visual effects. Blinded overrides dazzled.", + "traits": [], + "source": "Player Core pg. 442" + }, + { + "name": "Broken", + "name_german": "Kaputt", + "description": "Broken is a condition that affects only objects. An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses—with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor. A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth. If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold.", + "traits": [], + "source": "Player Core pg. 442" + }, + { + "name": "Clumsy", + "name_german": "Tollpatschig", + "description": "Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based rolls and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.", + "traits": [], + "source": "Player Core pg. 442" + }, + { + "name": "Concealed", + "name_german": "Verborgen", + "description": "While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be observed, but you're tougher to target. A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. If the check fails, the attack, spell, or effect doesn't affect you. Area effects aren't subject to this flat check. An item you're wearing or carrying can't be concealed from a creature by your concealment.", + "traits": [], + "source": "Player Core pg. 442" + }, + { + "name": "Confused", + "name_german": "Verwirrt", + "description": "You don't have your wits about you, and you attack unpredictably. You can't use actions with the concentrate trait unless they or their intended consequences are extremely simple. You can Seek and use basic actions with the manipulate trait, but you can't use most manipulate actions such as those to activate an item. When you use an action with the attack trait, you must attempt a DC 11 flat check. On a failure, you use the action but don't attack your intended target. Instead, you attack a random creature within your reach, making a melee attack, or a random creature within range of the first weapon you're wielding, making a ranged attack. If no creatures are in range, you attack a random square. The GM determines any random targets or squares. When confused, you can still use actions that don't have the attack or concentrate traits, but you must succeed at a DC 11 flat check or the action fails and is wasted. Each time you attempt an attack while confused, the confused condition's value decreases by 1 (minimum 0); this decrease occurs after resolving the attack and flat check.", + "traits": ["mental"], + "source": "Player Core pg. 443" + }, + { + "name": "Controlled", + "name_german": "Kontrolliert", + "description": "Someone else is making your decisions for you, usually because you're being commanded or magically dominated. The controller dictates how you act and can make you use any of your actions, including attacks, reactions, or even Delay. The controller usually does not have to spend their own actions when controlling you.", + "traits": [], + "source": "Player Core pg. 443" + }, + { + "name": "Dazzled", + "name_german": "Benommen", + "description": "Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are concealed from you.", + "traits": [], + "source": "Player Core pg. 443" + }, + { + "name": "Deafened", + "name_german": "Taub", + "description": "You can't hear. You automatically critically fail Perception checks that require you to be able to hear. You take a –2 status penalty to Perception checks for initiative and checks that involve sound but also rely on other senses. You are immune to auditory effects.", + "traits": [], + "source": "Player Core pg. 443" + }, + { + "name": "Doomed", + "name_german": "Dem Tode geweiht", + "description": "Your soul is being sucked away to the realm of the dead. Doomed always includes a value. The maximum number of Hero Points in your pool is reduced by the doomed value. If your maximum Hero Points are ever reduced to 0 by the doomed condition, you die immediately. When you die, you're no longer doomed. Doomed decreases by 1 at the end of a full night's rest.", + "traits": [], + "source": "Player Core pg. 443" + }, + { + "name": "Drained", + "name_german": "Entkräftet", + "description": "Your blood, vitality, or life force has been sapped from you. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based rolls and DCs, including Fortitude saves and Constitution-based rolls to recover from being sickened. You also lose a number of Hit Points equal to your level times your drained value, and your maximum Hit Points are reduced by the same amount. When the drained value would increase, you lose additional Hit Points equal to your level, and when it would decrease, you regain Hit Points equal to your level. Drained is removed by certain spells. A single effect that restores Hit Points can't increase your Hit Points or maximum Hit Points above what they would be if you weren't drained.", + "traits": [], + "source": "Player Core pg. 443" + }, + { + "name": "Dying", + "name_german": "Sterbend", + "description": "You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value, and if it ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse. Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemy's critical hit or a critical failure on your save against a damaging effect. The dying value decreases by 1 if you're successfully treated with Treat Wounds, or if you're magically healed while unconscious. It decreases to 0 if someone successfully restores Hit Points to you while you're at 0 Hit Points. If your dying condition is removed, you become wounded 1 (or increase wounded by 1 if you already have that condition). If you would become dying again while you are wounded, your dying value increases by your wounded value. The wounded condition is removed if someone successfully restores Hit Points to you to your maximum Hit Points while you're wounded, or after 10 minutes of rest while you have at least 1 Hit Point.", + "traits": [], + "source": "Player Core pg. 443" + }, + { + "name": "Encumbered", + "name_german": "Belastet", + "description": "You are carrying more weight than you can manage. While you're encumbered, you're clumsy 1 and take a 10-foot penalty to all your Speeds. If you're wearing armor, you still calculate your armor's check penalty, Speed penalty, and Dexterity modifier cap as normal.", + "traits": [], + "source": "Player Core pg. 443" + }, + { + "name": "Enfeebled", + "name_german": "Geschwächt", + "description": "You're physically weakened. Enfeebled always includes a value. You take a status penalty equal to this value on Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.", + "traits": [], + "source": "Player Core pg. 443" + }, + { + "name": "Fascinated", + "name_german": "Fasziniert", + "description": "You are compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a –2 status penalty to Perception and skill checks, and you can't use actions with the concentrate trait unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to Seek and Recall Knowledge about the subject, but you likely couldn't cast a spell targeting a different creature. This condition ends if a creature uses hostile actions against you or your allies.", + "traits": ["mental"], + "source": "Player Core pg. 443" + }, + { + "name": "Fatigued", + "name_german": "Erschöpft", + "description": "You're tired and can't summon much energy. You take a –1 status penalty to AC and saving throws. You can't use exploration activities performed while traveling, such as those that let you cover ground quickly. You recover from fatigue after a full night's rest.", + "traits": [], + "source": "Player Core pg. 443" + }, + { + "name": "Fleeing", + "name_german": "Fliehend", + "description": "You're forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using move actions to flee, or opening doors barring your escape). The condition ends once you are out of line of sight of the source of your fleeing condition.", + "traits": [], + "source": "Player Core pg. 444" + }, + { + "name": "Friendly", + "name_german": "Freundlich", + "description": "This condition reflects a creature's disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is friendly to a character likes that character. The character can attempt to make a Request of a friendly creature, and the friendly creature is likely to agree to a simple and safe request that doesn't cost it much to fulfill. If the character or their allies use hostile actions against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM.", + "traits": [], + "source": "Player Core pg. 444" + }, + { + "name": "Frightened", + "name_german": "Verängstigt", + "description": "You're gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.", + "traits": ["mental"], + "source": "Player Core pg. 444" + }, + { + "name": "Grabbed", + "name_german": "Gepackt", + "description": "A creature, object, or magic holds you in place. You can't move while you have the grabbed condition. If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or the action fails and is wasted. While you're grabbed, attempting to move away from the creature or object that grabbed you automatically ends the grabbed condition. The condition also ends if the creature that grabbed you moves away from you, uses another action that requires the use of the limb that's grabbing you, or if effects would move you to a space where the creature can't grab you.", + "traits": [], + "source": "Player Core pg. 444" + }, + { + "name": "Helpful", + "name_german": "Hilfsbereit", + "description": "This condition reflects a creature's disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is helpful to a character wishes to actively aid that character. It will accept reasonable Requests from that character, as long as such requests aren't at the expense of the helpful creature's goals or quality of life. If the character or their allies use hostile actions against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM.", + "traits": [], + "source": "Player Core pg. 444" + }, + { + "name": "Hidden", + "name_german": "Versteckt", + "description": "While you are hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you're hidden from is off-guard to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or the attack, spell, or effect fails to affect you. Area effects aren't subject to this flat check. A creature might be able to use the Seek action to try to observe you.", + "traits": [], + "source": "Player Core pg. 444" + }, + { + "name": "Hostile", + "name_german": "Feindlich", + "description": "This condition reflects a creature's disposition toward a particular character, and it affects only creatures that are not player characters. A hostile creature actively seeks to harm the characters it's hostile to. It doesn't necessarily attack, but it won't accept Requests from those characters.", + "traits": [], + "source": "Player Core pg. 444" + }, + { + "name": "Immobilized", + "name_german": "Bewegungsunfähig", + "description": "You can't use actions with the move trait. If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the creature holding you in place.", + "traits": [], + "source": "Player Core pg. 444" + }, + { + "name": "Indifferent", + "name_german": "Gleichgültig", + "description": "This condition reflects a creature's disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is indifferent to a character doesn't really care one way or the other about that character. Assume a creature is indifferent if it has no other attitude condition. The character can attempt to make a Request of an indifferent creature, but the creature is unlikely to agree unless the request benefits it in some way.", + "traits": [], + "source": "Player Core pg. 444" + }, + { + "name": "Invisible", + "name_german": "Unsichtbar", + "description": "While invisible, you can't be seen. You're undetected to everyone. Creatures can Seek to attempt to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become hidden to that creature until you Sneak successfully again. If you become invisible while someone can already see you, you start out hidden to the observer (instead of undetected) until you successfully Sneak. You can't become observed while invisible except via special abilities or magic.", + "traits": [], + "source": "Player Core pg. 444" + }, + { + "name": "Off-Guard", + "name_german": "Unvorbereitet", + "description": "You're distracted or otherwise unable to focus your defenses. You take a –2 circumstance penalty to AC.", + "traits": [], + "source": "Player Core pg. 444" + }, + { + "name": "Observed", + "name_german": "Beobachtet", + "description": "Anything in plain view is observed by you. If a creature takes measures to avoid detection, such as by using Stealth to Hide, it can become hidden or undetected instead of observed. If you have another precise sense instead of or in addition to sight, you might be able to observe a creature or object using that sense instead. You can observe a creature only with precise senses.", + "traits": [], + "source": "Player Core pg. 444" + }, + { + "name": "Paralyzed", + "name_german": "Gelähmt", + "description": "Your body is frozen in place. You have the flat-footed and immobilized conditions, and you can't act except to Recall Knowledge and use actions that require only your mind (as determined by the GM). Your senses still function, but only in the most limited way—you can't Seek while paralyzed.", + "traits": [], + "source": "Player Core pg. 444" + }, + { + "name": "Persistent Damage", + "name_german": "Andauernder Schaden", + "description": "Instead of taking damage immediately, you take damage at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends. If you fail, you continue to take the persistent damage and must attempt another flat check at the end of the next turn. The condition might also end due to other circumstances, such as the one noted in the acid example above. You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain another persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. The damage type and amount of damage from the condition is given after the name (such as \"persistent damage 1d4 fire\").", + "traits": [], + "source": "Player Core pg. 444" + }, + { + "name": "Petrified", + "name_german": "Versteinert", + "description": "You have been turned to stone. You can't act, nor can you sense anything. You become an object with a Hardness equal to that of the stone you've been turned into (typically 8 for most stone, but as determined by the GM). Because you're not alive, you're immune to anything that requires a living creature or a creature with the living trait, and you don't require food, water, or sleep. You can't recover Hit Points while petrified. All gear you're wearing and carrying becomes part of the stone along with you; this gear can't be removed and doesn't function. You can be Repaired like other stone objects, gaining Hit Points instead of being healed.", + "traits": [], + "source": "Player Core pg. 444" + }, + { + "name": "Prone", + "name_german": "Liegend", + "description": "You're lying on the ground. You are off-guard and take a –2 circumstance penalty to attack rolls. The only move actions you can use while you're prone are Crawl and Stand. Standing up ends the prone condition. You can Take Cover while prone to hunker down and gain greater cover against ranged attacks, though you remain off-guard.", + "traits": [], + "source": "Player Core pg. 445" + }, + { + "name": "Quickened", + "name_german": "Beschleunigt", + "description": "You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action. If you become quickened from multiple sources, you can use the extra action you've been granted for any of the listed types of actions. For example, if you're quickened by a haste spell and a quicken spell, you could use the extra action from haste for a Strike, and the extra action from quicken spell for a Stride. The quickened condition ends at the end of the complete turn after the one in which you became quickened.", + "traits": [], + "source": "Player Core pg. 445" + }, + { + "name": "Restrained", + "name_german": "Festgehalten", + "description": "You're tied up and can barely move, or a grappling creature has you pinned. You have the off-guard and immobilized conditions, and you can't use any actions with the attack or manipulate traits except to attempt to Escape or Force Open your bonds. Restrained overrides grabbed.", + "traits": [], + "source": "Player Core pg. 445" + }, + { + "name": "Sickened", + "name_german": "Übel", + "description": "You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).", + "traits": [], + "source": "Player Core pg. 445" + }, + { + "name": "Slowed", + "name_german": "Verlangsamt", + "description": "You have fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value. Because slowed has its effect at the start of your turn, you don't immediately lose actions if you become slowed during your turn.", + "traits": [], + "source": "Player Core pg. 445" + }, + { + "name": "Stunned", + "name_german": "Betäubt", + "description": "You've become senseless. You can't act while stunned. Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned. Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, leaving you with 2 actions that turn and reducing you to stunned 0. Some abilities, instead of lasting a certain number of actions, last until the end of your turn or the start of your next turn.", + "traits": [], + "source": "Player Core pg. 445" + }, + { + "name": "Stupefied", + "name_german": "Benommen", + "description": "Your thoughts and instincts are clouded. Stupefied always includes a value. You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores. Any time you attempt to Cast a Spell while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value.", + "traits": [], + "source": "Player Core pg. 445" + }, + { + "name": "Unconscious", + "name_german": "Bewusstlos", + "description": "You're sleeping or have been knocked out. You can't act. You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and off-guard conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't.", + "traits": [], + "source": "Player Core pg. 445" + }, + { + "name": "Undetected", + "name_german": "Unentdeckt", + "description": "When you are undetected by a creature, that creature cannot see you at all, has no idea what space you occupy, and can't target you, though the creature can still affect you with area effects. When you're undetected by a creature, that creature is off-guard to you. A creature you're undetected by can guess which square you're in to try targeting you. It must pick a square and attempt an attack. This works like targeting a hidden creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you what the result was. If a creature is entirely unaware you're there, you're unnoticed by that creature instead of undetected.", + "traits": [], + "source": "Player Core pg. 445" + }, + { + "name": "Unfriendly", + "name_german": "Unfreundlich", + "description": "This condition reflects a creature's disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is unfriendly to a character dislikes and specifically distrusts that character. The creature becomes hostile if it's attacked by that character or witnesses the character attacking someone unless the creature is already more threatened by a different enemy. It's hard to convince an unfriendly creature to do anything on your behalf with a Request.", + "traits": [], + "source": "Player Core pg. 445" + }, + { + "name": "Unnoticed", + "name_german": "Unbemerkt", + "description": "If you are unnoticed by a creature, that creature has no idea you are there at all. When unnoticed, you're also undetected by the creature. This condition matters for abilities that can be used only against targets totally unaware of your presence.", + "traits": [], + "source": "Player Core pg. 445" + }, + { + "name": "Wounded", + "name_german": "Verwundet", + "description": "You have been seriously injured. If you lose the dying condition and are still at 0 Hit Points, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. The wounded condition ends if someone successfully restores Hit Points to you with a single effect, and you become fully healed; or if you rest for 10 minutes and have at least 1 Hit Point at the end of the rest.", + "traits": [], + "source": "Player Core pg. 445" + } + ] +} \ No newline at end of file diff --git a/client/src/features/campaigns/components/campaign-detail-page.tsx b/client/src/features/campaigns/components/campaign-detail-page.tsx index 6d6c62f..bfeee1e 100644 --- a/client/src/features/campaigns/components/campaign-detail-page.tsx +++ b/client/src/features/campaigns/components/campaign-detail-page.tsx @@ -97,29 +97,29 @@ export function CampaignDetailPage() { } return ( -
+
{/* Header */} -
-
- -
-

{campaign.name}

+
+

{campaign.name}

{campaign.description && ( -

{campaign.description}

+

{campaign.description}

)}
- - GM: {campaign.gm.username} + + GM: {campaign.gm.username}
{canManage && ( -
+
)} -
+
{/* Members Section */} - + Mitglieder ({campaign.members.length}) {canManage && ( - )} -
+
{campaign.members.map((member) => (
-
-
+
+
{member.user.avatarUrl ? ( {member.user.username} ) : ( - + {member.user.username.charAt(0).toUpperCase()} )}
-
-

- {member.user.username} +

+

+ {member.user.username} {member.userId === campaign.gmId && ( - + )}

-

{member.user.email}

+

{member.user.email}

{canManage && member.userId !== campaign.gmId && (
@@ -225,35 +226,35 @@ export function CampaignDetailPage() {

Noch keine Charaktere

) : ( -
+
{campaign.characters.map((character: CharacterSummary) => (
navigate(`/campaigns/${id}/characters/${character.id}`)} > -
-
+
+
{character.avatarUrl ? ( {character.name} ) : ( - + )}
-
-

{character.name}

-

- Level {character.level} {character.type} +

+

{character.name}

+

+ Lv. {character.level} {character.type} {character.owner && ` • ${character.owner.username}`}

-
- +
+ {character.hpCurrent}/{character.hpMax} @@ -267,13 +268,13 @@ export function CampaignDetailPage() {
{/* Quick Actions */} -
- navigate(`/campaigns/${id}/battle`)}> +
+ navigate(`/campaigns/${id}/battle`)}>
-
+
-
+

Kampfbildschirm

Kämpfe verwalten

@@ -281,10 +282,10 @@ export function CampaignDetailPage() {
-
+
-
+

Dokumente

Bald verfügbar

@@ -292,10 +293,10 @@ export function CampaignDetailPage() {
-
+
-
+

Notizen

Bald verfügbar

diff --git a/client/src/features/characters/components/add-condition-modal.tsx b/client/src/features/characters/components/add-condition-modal.tsx new file mode 100644 index 0000000..1cdca53 --- /dev/null +++ b/client/src/features/characters/components/add-condition-modal.tsx @@ -0,0 +1,241 @@ +import { useState, useEffect, useMemo } from 'react'; +import { X, Search, AlertCircle } from 'lucide-react'; +import { Button, Input } from '@/shared/components/ui'; + +interface Condition { + name: string; + name_german: string; + description: string; + traits: string[]; + source: string; +} + +interface ConditionsData { + conditions: Condition[]; +} + +// Conditions that have a value/level +const VALUE_CONDITIONS = [ + 'Clumsy', + 'Doomed', + 'Drained', + 'Dying', + 'Enfeebled', + 'Frightened', + 'Sickened', + 'Slowed', + 'Stunned', + 'Stupefied', + 'Wounded', + 'Persistent Damage', +]; + +interface AddConditionModalProps { + onClose: () => void; + onAdd: (condition: { name: string; nameGerman: string; value?: number }) => Promise; + existingConditions: string[]; +} + +export function AddConditionModal({ onClose, onAdd, existingConditions }: AddConditionModalProps) { + const [conditions, setConditions] = useState([]); + const [searchQuery, setSearchQuery] = useState(''); + const [selectedCondition, setSelectedCondition] = useState(null); + const [value, setValue] = useState(1); + const [isLoading, setIsLoading] = useState(false); + + // Load conditions from JSON + useEffect(() => { + fetch('/pathfinder_conditions.json') + .then((res) => res.json()) + .then((data: ConditionsData) => { + setConditions(data.conditions); + }) + .catch((err) => console.error('Failed to load conditions:', err)); + }, []); + + // Filter conditions based on search + const filteredConditions = useMemo(() => { + if (!searchQuery.trim()) return conditions; + const query = searchQuery.toLowerCase(); + return conditions.filter( + (c) => + c.name.toLowerCase().includes(query) || + c.name_german.toLowerCase().includes(query) + ); + }, [conditions, searchQuery]); + + // Check if condition needs a value + const needsValue = selectedCondition && VALUE_CONDITIONS.includes(selectedCondition.name); + + const handleAdd = async () => { + if (!selectedCondition) return; + setIsLoading(true); + try { + await onAdd({ + name: selectedCondition.name, + nameGerman: selectedCondition.name_german, + value: needsValue ? value : undefined, + }); + onClose(); + } catch (error) { + console.error('Failed to add condition:', error); + } finally { + setIsLoading(false); + } + }; + + const isAlreadyApplied = (conditionName: string) => + existingConditions.some((c) => c.toLowerCase() === conditionName.toLowerCase()); + + return ( +
+ {/* Backdrop */} +
+ + {/* Modal */} +
+ {/* Header */} +
+

Zustand hinzufügen

+ +
+ + {/* Search */} +
+
+ + setSearchQuery(e.target.value)} + className="pl-10" + autoFocus + /> +
+
+ + {/* Content */} +
+ {selectedCondition ? ( + // Selected condition detail view +
+ + +
+
+ +
+

+ {selectedCondition.name_german} +

+

{selectedCondition.name}

+
+
+

+ {selectedCondition.description} +

+ {selectedCondition.traits.length > 0 && ( +
+ {selectedCondition.traits.map((trait) => ( + + {trait} + + ))} +
+ )} +
+ + {/* Value input for conditions with levels */} + {needsValue && ( +
+ +
+ + + {value} + + +
+
+ )} + + +
+ ) : ( + // Condition list +
+ {filteredConditions.length === 0 ? ( +

+ Keine Zustände gefunden +

+ ) : ( + filteredConditions.map((condition) => { + const applied = isAlreadyApplied(condition.name); + return ( + + ); + }) + )} +
+ )} +
+
+
+ ); +} diff --git a/client/src/features/characters/components/add-item-modal.tsx b/client/src/features/characters/components/add-item-modal.tsx new file mode 100644 index 0000000..0720b23 --- /dev/null +++ b/client/src/features/characters/components/add-item-modal.tsx @@ -0,0 +1,373 @@ +import { useState, useEffect } from 'react'; +import { X, Search, Package, Swords, Shield, FlaskConical, ChevronLeft, ChevronRight } from 'lucide-react'; +import { Button, Input, Spinner } from '@/shared/components/ui'; +import { api } from '@/shared/lib/api'; +import type { Equipment, EquipmentSearchResult } from '@/shared/types'; + +interface AddItemModalProps { + onClose: () => void; + onAdd: (item: { + equipmentId: string; + name: string; + nameGerman?: string; + quantity: number; + bulk: number; + equipped: boolean; + }) => Promise; + existingItemNames: string[]; +} + +type CategoryFilter = 'all' | 'Weapons' | 'Armor' | 'Consumables' | 'Equipment'; + +const CATEGORY_ICONS: Record = { + all: , + Weapons: , + Armor: , + Consumables: , + Equipment: , +}; + +const CATEGORY_LABELS: Record = { + all: 'Alle', + Weapons: 'Waffen', + Armor: 'Rüstung', + Consumables: 'Verbrauchsgüter', + Equipment: 'Ausrüstung', +}; + +function parseBulk(bulkStr?: string): number { + if (!bulkStr || bulkStr === '-' || bulkStr === '') return 0; + if (bulkStr === 'L') return 0.1; + const num = parseFloat(bulkStr); + return isNaN(num) ? 0 : num; +} + +export function AddItemModal({ onClose, onAdd, existingItemNames }: AddItemModalProps) { + const [searchQuery, setSearchQuery] = useState(''); + const [category, setCategory] = useState('all'); + const [searchResult, setSearchResult] = useState(null); + const [isLoading, setIsLoading] = useState(false); + const [selectedItem, setSelectedItem] = useState(null); + const [quantity, setQuantity] = useState(1); + const [isAdding, setIsAdding] = useState(false); + const [page, setPage] = useState(1); + + // Search equipment + useEffect(() => { + const searchEquipment = async () => { + setIsLoading(true); + try { + const result = await api.searchEquipment({ + query: searchQuery || undefined, + category: category !== 'all' ? category : undefined, + page, + limit: 30, + }); + setSearchResult(result); + } catch (error) { + console.error('Failed to search equipment:', error); + } finally { + setIsLoading(false); + } + }; + + const debounce = setTimeout(searchEquipment, 300); + return () => clearTimeout(debounce); + }, [searchQuery, category, page]); + + // Reset page when search/category changes + useEffect(() => { + setPage(1); + }, [searchQuery, category]); + + const handleAdd = async () => { + if (!selectedItem) return; + setIsAdding(true); + try { + await onAdd({ + equipmentId: selectedItem.id, + name: selectedItem.name, + quantity, + bulk: parseBulk(selectedItem.bulk), + equipped: false, + }); + onClose(); + } catch (error) { + console.error('Failed to add item:', error); + } finally { + setIsAdding(false); + } + }; + + const isAlreadyOwned = (itemName: string) => + existingItemNames.some((n) => n.toLowerCase() === itemName.toLowerCase()); + + const getCategoryColor = (itemCategory: string) => { + switch (itemCategory) { + case 'Weapons': + return 'text-red-400'; + case 'Armor': + return 'text-blue-400'; + case 'Consumables': + return 'text-green-400'; + default: + return 'text-text-secondary'; + } + }; + + return ( +
+ {/* Backdrop */} +
+ + {/* Modal */} +
+ {/* Header */} +
+

+ {selectedItem ? 'Gegenstand hinzufügen' : 'Gegenstand suchen'} +

+ +
+ + {selectedItem ? ( + // Selected item detail view +
+ + +
+
+
+

+ {selectedItem.name} +

+

+ {selectedItem.itemCategory} + {selectedItem.itemSubcategory && ` • ${selectedItem.itemSubcategory}`} +

+
+ {selectedItem.level !== undefined && selectedItem.level !== null && ( + + Stufe {selectedItem.level} + + )} +
+ + {/* Item Stats */} +
+ {selectedItem.bulk && ( +
+ Gewicht:{' '} + {selectedItem.bulk === 'L' ? 'Leicht' : selectedItem.bulk} +
+ )} + {selectedItem.damage && ( +
+ Schaden:{' '} + {selectedItem.damage} +
+ )} + {selectedItem.hands && ( +
+ Hände:{' '} + {selectedItem.hands} +
+ )} + {selectedItem.ac !== undefined && selectedItem.ac !== null && ( +
+ RK:{' '} + +{selectedItem.ac} +
+ )} + {selectedItem.weaponCategory && ( +
+ Kategorie:{' '} + {selectedItem.weaponCategory} +
+ )} +
+ + {/* Traits */} + {selectedItem.traits.length > 0 && ( +
+ {selectedItem.traits.map((trait) => ( + + {trait} + + ))} +
+ )} + + {/* Summary */} + {selectedItem.summary && ( +

+ {selectedItem.summary} +

+ )} +
+ + {/* Quantity */} +
+ +
+ + + {quantity} + + +
+
+ + +
+ ) : ( + // Search view + <> + {/* Search */} +
+
+ + setSearchQuery(e.target.value)} + className="pl-10" + autoFocus + /> +
+ + {/* Category Filter */} +
+ {(Object.keys(CATEGORY_LABELS) as CategoryFilter[]).map((cat) => ( + + ))} +
+
+ + {/* Results */} +
+ {isLoading ? ( +
+ +
+ ) : !searchResult?.items.length ? ( +

+ Keine Gegenstände gefunden +

+ ) : ( +
+ {searchResult.items.map((item) => { + const owned = isAlreadyOwned(item.name); + return ( + + ); + })} +
+ )} +
+ + {/* Pagination */} + {searchResult && searchResult.totalPages > 1 && ( +
+ + {searchResult.total} Ergebnisse + +
+ + + {page} / {searchResult.totalPages} + + +
+
+ )} + + )} +
+
+ ); +} diff --git a/client/src/features/characters/components/character-sheet-page.tsx b/client/src/features/characters/components/character-sheet-page.tsx index 6745f9f..d8596de 100644 --- a/client/src/features/characters/components/character-sheet-page.tsx +++ b/client/src/features/characters/components/character-sheet-page.tsx @@ -2,13 +2,10 @@ import { useState, useEffect } from 'react'; import { useParams, useNavigate } from 'react-router-dom'; import { ArrowLeft, - Heart, Shield, - Zap, Swords, BookOpen, Package, - AlertCircle, Edit2, Trash2, Plus, @@ -25,16 +22,19 @@ import { CardTitle, CardContent, Spinner, - Input, } from '@/shared/components/ui'; import { api } from '@/shared/lib/api'; import { useAuthStore } from '@/features/auth'; +import { HpControl } from './hp-control'; +import { AddConditionModal } from './add-condition-modal'; +import { AddItemModal } from './add-item-modal'; import type { Character } from '@/shared/types'; -type TabType = 'status' | 'inventory' | 'feats' | 'spells' | 'alchemy' | 'actions'; +type TabType = 'status' | 'skills' | 'inventory' | 'feats' | 'spells' | 'alchemy' | 'actions'; const TABS: { id: TabType; label: string; icon: React.ReactNode }[] = [ { id: 'status', label: 'Status', icon: }, + { id: 'skills', label: 'Fertigkeiten', icon: }, { id: 'inventory', label: 'Inventar', icon: }, { id: 'feats', label: 'Talente', icon: }, { id: 'spells', label: 'Zauber', icon: }, @@ -67,6 +67,44 @@ const PROFICIENCY_COLORS: Record = { LEGENDARY: 'text-red-500', }; +// Proficiency bonus values (added to level for trained+) +const PROFICIENCY_BONUS: Record = { + UNTRAINED: 0, + TRAINED: 2, + EXPERT: 4, + MASTER: 6, + LEGENDARY: 8, +}; + +// Skill translations and linked abilities +const SKILL_DATA: Record = { + 'Acrobatics': { german: 'Akrobatik', ability: 'DEX' }, + 'Arcana': { german: 'Arkane Künste', ability: 'INT' }, + 'Athletics': { german: 'Athletik', ability: 'STR' }, + 'Crafting': { german: 'Handwerkskunst', ability: 'INT' }, + 'Deception': { german: 'Täuschung', ability: 'CHA' }, + 'Diplomacy': { german: 'Diplomatie', ability: 'CHA' }, + 'Intimidation': { german: 'Einschüchtern', ability: 'CHA' }, + 'Medicine': { german: 'Medizin', ability: 'WIS' }, + 'Nature': { german: 'Naturkunde', ability: 'WIS' }, + 'Occultism': { german: 'Okkultismus', ability: 'INT' }, + 'Performance': { german: 'Darbietung', ability: 'CHA' }, + 'Religion': { german: 'Religionskunde', ability: 'WIS' }, + 'Society': { german: 'Gesellschaftskunde', ability: 'INT' }, + 'Stealth': { german: 'Heimlichkeit', ability: 'DEX' }, + 'Survival': { german: 'Überleben', ability: 'WIS' }, + 'Thievery': { german: 'Diebeskunst', ability: 'DEX' }, +}; + +// Short proficiency indicators +const PROFICIENCY_SHORT: Record = { + UNTRAINED: 'U', + TRAINED: 'G', + EXPERT: 'E', + MASTER: 'M', + LEGENDARY: 'L', +}; + export function CharacterSheetPage() { const { id: campaignId, characterId } = useParams<{ id: string; characterId: string }>(); const navigate = useNavigate(); @@ -75,7 +113,8 @@ export function CharacterSheetPage() { const [character, setCharacter] = useState(null); const [isLoading, setIsLoading] = useState(true); const [activeTab, setActiveTab] = useState('status'); - const [hpEdit, setHpEdit] = useState(null); + const [showAddCondition, setShowAddCondition] = useState(false); + const [showAddItem, setShowAddItem] = useState(false); const isOwner = character?.ownerId === user?.id; @@ -96,27 +135,11 @@ export function CharacterSheetPage() { fetchCharacter(); }, [campaignId, characterId]); - const handleHpChange = async (delta: number) => { + const handleHpChange = async (newHp: number) => { if (!character || !campaignId) return; - const newHp = Math.max(0, Math.min(character.hpMax, character.hpCurrent + delta)); - try { - await api.updateCharacterHp(campaignId, character.id, newHp); - setCharacter({ ...character, hpCurrent: newHp }); - } catch (error) { - console.error('Failed to update HP:', error); - } - }; - - const handleHpSet = async () => { - if (hpEdit === null || !character || !campaignId) return; - const newHp = Math.max(0, Math.min(character.hpMax, hpEdit)); - try { - await api.updateCharacterHp(campaignId, character.id, newHp); - setCharacter({ ...character, hpCurrent: newHp }); - setHpEdit(null); - } catch (error) { - console.error('Failed to update HP:', error); - } + const clampedHp = Math.max(0, Math.min(character.hpMax, newHp)); + await api.updateCharacterHp(campaignId, character.id, clampedHp); + setCharacter({ ...character, hpCurrent: clampedHp }); }; const handleDelete = async () => { @@ -142,9 +165,57 @@ export function CharacterSheetPage() { } }; - const getAbilityModifier = (score: number) => { - const mod = Math.floor((score - 10) / 2); - return mod >= 0 ? `+${mod}` : `${mod}`; + const handleAddCondition = async (condition: { name: string; nameGerman: string; value?: number }) => { + if (!character || !campaignId) return; + const newCondition = await api.addCharacterCondition(campaignId, character.id, condition); + setCharacter({ + ...character, + conditions: [...character.conditions, newCondition], + }); + }; + + const handleAddItem = async (item: { + equipmentId: string; + name: string; + nameGerman?: string; + quantity: number; + bulk: number; + equipped: boolean; + }) => { + if (!character || !campaignId) return; + const newItem = await api.addCharacterItem(campaignId, character.id, item); + setCharacter({ + ...character, + items: [...character.items, newItem], + }); + }; + + const handleRemoveItem = async (itemId: string) => { + if (!character || !campaignId) return; + try { + await api.removeCharacterItem(campaignId, character.id, itemId); + setCharacter({ + ...character, + items: character.items.filter((i) => i.id !== itemId), + }); + } catch (error) { + console.error('Failed to remove item:', error); + } + }; + + const handleToggleEquipped = async (itemId: string, equipped: boolean) => { + if (!character || !campaignId) return; + try { + await api.updateCharacterItem(campaignId, character.id, itemId, { equipped }); + setCharacter({ + ...character, + items: character.items.map((i) => + i.id === itemId ? { ...i, equipped } : i + ), + }); + } catch (error) { + console.error('Failed to toggle equipped:', error); + } }; if (isLoading) { @@ -163,234 +234,383 @@ export function CharacterSheetPage() { ); } - const hpPercentage = (character.hpCurrent / character.hpMax) * 100; - // Tab Content Renderers const renderStatusTab = () => (
- {/* HP Bar */} - - -
- -
-
- Trefferpunkte -
- {hpEdit !== null ? ( - <> - setHpEdit(parseInt(e.target.value) || 0)} - className="w-20 h-8 text-center" - onKeyDown={(e) => e.key === 'Enter' && handleHpSet()} - /> - - - - ) : ( - <> - - setHpEdit(character.hpCurrent)} - > - {character.hpCurrent} / {character.hpMax} - - - - )} - {character.hpTemp > 0 && ( - (+{character.hpTemp} temp) - )} -
-
-
-
-
-
-
- - + {/* Mobile-optimized HP Control */} + {/* Abilities */} - - - - - Attribute - - - -
- {character.abilities.map((ability) => ( -
-

- {ABILITY_NAMES[ability.ability]} -

-

- {getAbilityModifier(ability.score)} -

-

{ability.score}

+
+ {character.abilities.map((ability) => { + const mod = Math.floor((ability.score - 10) / 2); + const isPositive = mod >= 0; + return ( +
+ {/* Ability Name Badge */} +
+ {ability.ability}
- ))} -
- - - - {/* Conditions */} - - - - - Zustände ({character.conditions.length}) - - - - - {character.conditions.length === 0 ? ( -

Keine aktiven Zustände

- ) : ( -
- {character.conditions.map((condition) => ( -
- - {condition.nameGerman || condition.name} - {condition.value && ` ${condition.value}`} - - -
- ))} + {/* Modifier */} +

+ {isPositive ? `+${mod}` : mod} +

+ {/* Score */} +

{ability.score}

- )} -
-
+ ); + })} +
- {/* Skills */} - - - - - Fertigkeiten ({character.skills.length}) - - - -
- {character.skills.map((skill) => ( -
- {skill.skillName} - - {PROFICIENCY_NAMES[skill.proficiency]} - + {/* Saving Throws */} + {(() => { + const getAbilityMod = (abilityType: 'STR' | 'DEX' | 'CON' | 'INT' | 'WIS' | 'CHA') => { + const ability = character.abilities.find(a => a.ability === abilityType); + return ability ? Math.floor((ability.score - 10) / 2) : 0; + }; + + // TODO: Get actual proficiency from Pathbuilder data when available + // For now, assume trained (+2) as baseline for all saves + const baseProficiency = 2; + const level = character.level; + + const saves = [ + { + name: 'Zähigkeit', + shortName: 'ZÄH', + ability: 'CON' as const, + color: 'text-red-400', + bgColor: 'bg-red-500/20', + }, + { + name: 'Reflex', + shortName: 'REF', + ability: 'DEX' as const, + color: 'text-green-400', + bgColor: 'bg-green-500/20', + }, + { + name: 'Willen', + shortName: 'WIL', + ability: 'WIS' as const, + color: 'text-blue-400', + bgColor: 'bg-blue-500/20', + }, + ]; + + return ( + + + + + Rettungswürfe + + + +
+ {saves.map((save) => { + const abilityMod = getAbilityMod(save.ability); + const total = abilityMod + level + baseProficiency; + const bonusString = total >= 0 ? `+${total}` : `${total}`; + + return ( +
+

+ {save.name} +

+

+ {bonusString} +

+

+ {ABILITY_NAMES[save.ability].slice(0, 3).toUpperCase()} +

+
+ ); + })}
- ))} -
- - + + + ); + })()} + + {/* Conditions - Compact inline display */} +
+ Zustände: + {character.conditions.length === 0 ? ( + Keine + ) : ( + character.conditions.map((condition) => ( +
+ + {condition.nameGerman || condition.name} + {condition.value && ` ${condition.value}`} + + +
+ )) + )} + +
); - const renderInventoryTab = () => ( -
- {/* Equipped Items */} - - - - - Ausrüstung - - - - - {character.items.filter(i => i.equipped).length === 0 ? ( -

Keine ausgerüsteten Gegenstände

+ const renderSkillsTab = () => { + // Filter out saves and perception (these are displayed separately) + const EXCLUDED_SKILLS = ['Fortitude', 'Reflex', 'Will', 'Perception']; + const filteredSkills = character.skills.filter( + (skill) => !EXCLUDED_SKILLS.includes(skill.skillName) + ); + + return ( +
+ {/* Skills Grid */} +
+ {filteredSkills.map((skill) => { + // Get skill data (German name + linked ability) + const skillData = SKILL_DATA[skill.skillName]; + const germanName = skillData?.german || skill.skillName; + const linkedAbility = skillData?.ability || 'INT'; + + // Get ability modifier + const abilityScore = character.abilities.find(a => a.ability === linkedAbility)?.score || 10; + const abilityMod = Math.floor((abilityScore - 10) / 2); + + // Calculate total bonus + const profBonus = PROFICIENCY_BONUS[skill.proficiency] || 0; + const levelBonus = skill.proficiency !== 'UNTRAINED' ? character.level : 0; + const totalBonus = abilityMod + levelBonus + profBonus; + const bonusString = totalBonus >= 0 ? `+${totalBonus}` : `${totalBonus}`; + + // Check if it's a Lore skill + const isLore = skill.skillName.toLowerCase().includes('lore'); + const displayName = isLore ? skill.skillName.replace(' Lore', '') + ' (Wissen)' : germanName; + + return ( +
+
+ + {PROFICIENCY_SHORT[skill.proficiency]} + + {displayName} +
+ = 0 ? 'text-text-primary' : 'text-red-400'}`}> + {bonusString} + +
+ ); + })} +
+ + {/* Legend */} +
+ + U Ungeübt + + + G Geübt + + + E Experte + + + M Meister + + + L Legendär + +
+
+ ); + }; + + const renderInventoryTab = () => { + // Calculate total bulk + const totalBulk = character.items.reduce((sum, item) => { + const itemBulk = typeof item.bulk === 'number' ? item.bulk : 0; + return sum + itemBulk * item.quantity; + }, 0); + + // STR modifier for bulk limit + const strScore = character.abilities.find((a) => a.ability === 'STR')?.score || 10; + const strMod = Math.floor((strScore - 10) / 2); + const bulkLimit = 5 + strMod; + const encumberedLimit = bulkLimit + 5; + + const isEncumbered = totalBulk > bulkLimit; + const isOverburdened = totalBulk > encumberedLimit; + + return ( +
+ {/* Bulk Tracker */} +
+
+ Traglast + + {totalBulk.toFixed(1)} / {bulkLimit} Bulk + +
+
+
+
+ {(isEncumbered || isOverburdened) && ( +

+ {isOverburdened ? 'Überlastet' : 'Belastet'} +

+ )} +
+ + {/* Add Item Button */} + + + {/* Equipped Items */} + {character.items.filter((i) => i.equipped).length > 0 && ( +
+

+ + Ausgerüstet +

+
+ {character.items + .filter((i) => i.equipped) + .map((item) => ( +
+
+
+

+ {item.nameGerman || item.name} +

+

+ {item.bulk > 0 ? (item.bulk < 1 ? 'L' : `${item.bulk} Bulk`) : '—'} +

+
+
+ + +
+
+
+ ))} +
+
+ )} + + {/* Inventory Items */} +
+

+ + Inventar ({character.items.filter((i) => !i.equipped).length}) +

+ {character.items.filter((i) => !i.equipped).length === 0 ? ( +

Keine Gegenstände im Inventar

) : (
- {character.items.filter(i => i.equipped).map((item) => ( -
-
- - {item.nameGerman || item.name} - - - Ausgerüstet - + {character.items + .filter((i) => !i.equipped) + .map((item) => ( +
+
+
+

+ {item.nameGerman || item.name} + {item.quantity > 1 && ( + ×{item.quantity} + )} +

+

+ {item.bulk > 0 ? (item.bulk < 1 ? 'L' : `${item.bulk} Bulk`) : '—'} +

+
+
+ + +
+
- {item.notes && ( -

{item.notes}

- )} -
- ))} + ))}
)} - - - - {/* All Items */} - - - - - Inventar ({character.items.length}) - - - - {character.items.length === 0 ? ( -

Keine Gegenstände

- ) : ( -
- {character.items.filter(i => !i.equipped).map((item) => ( -
-
- - {item.nameGerman || item.name} - {item.quantity > 1 && ` (×${item.quantity})`} - -
- {item.notes && ( -

{item.notes}

- )} -
- ))} -
- )} -
-
-
- ); +
+
+ ); + }; const renderFeatsTab = () => (
@@ -636,6 +856,8 @@ export function CharacterSheetPage() { switch (activeTab) { case 'status': return renderStatusTab(); + case 'skills': + return renderSkillsTab(); case 'inventory': return renderInventoryTab(); case 'feats': @@ -713,6 +935,22 @@ export function CharacterSheetPage() {
{renderTabContent()}
+ + {/* Modals */} + {showAddCondition && ( + setShowAddCondition(false)} + onAdd={handleAddCondition} + existingConditions={character.conditions.map((c) => c.name)} + /> + )} + {showAddItem && ( + setShowAddItem(false)} + onAdd={handleAddItem} + existingItemNames={character.items.map((i) => i.name)} + /> + )}
); } diff --git a/client/src/features/characters/components/hp-control.tsx b/client/src/features/characters/components/hp-control.tsx new file mode 100644 index 0000000..11bc301 --- /dev/null +++ b/client/src/features/characters/components/hp-control.tsx @@ -0,0 +1,328 @@ +import { useState } from 'react'; +import { Heart, Swords, Sparkles, X } from 'lucide-react'; +import { Button, Card, CardContent, Input } from '@/shared/components/ui'; + +interface HpControlProps { + hpCurrent: number; + hpMax: number; + hpTemp?: number; + onHpChange: (newHp: number) => Promise; +} + +type Mode = 'view' | 'damage' | 'heal' | 'direct'; + +export function HpControl({ hpCurrent, hpMax, hpTemp = 0, onHpChange }: HpControlProps) { + const [mode, setMode] = useState('view'); + const [pendingChange, setPendingChange] = useState(0); + const [directValue, setDirectValue] = useState(hpCurrent); + const [isUpdating, setIsUpdating] = useState(false); + + const hpPercentage = (hpCurrent / hpMax) * 100; + + const getHpColor = () => { + if (hpPercentage <= 25) return 'text-red-500'; + if (hpPercentage <= 50) return 'text-yellow-500'; + return 'text-green-500'; + }; + + const getBarColor = () => { + if (hpPercentage <= 25) return 'bg-red-500'; + if (hpPercentage <= 50) return 'bg-yellow-500'; + return 'bg-green-500'; + }; + + const handleQuickChange = (amount: number) => { + setPendingChange((prev) => { + const newValue = prev + amount; + // Prevent going below 0 or above max in damage/heal mode + if (mode === 'damage') { + return Math.min(newValue, hpCurrent); + } else if (mode === 'heal') { + return Math.min(newValue, hpMax - hpCurrent); + } + return Math.max(0, newValue); + }); + }; + + const handleApply = async () => { + if (isUpdating) return; + setIsUpdating(true); + + let newHp: number; + if (mode === 'damage') { + newHp = Math.max(0, hpCurrent - pendingChange); + } else if (mode === 'heal') { + newHp = Math.min(hpMax, hpCurrent + pendingChange); + } else if (mode === 'direct') { + newHp = Math.max(0, Math.min(hpMax, directValue)); + } else { + setIsUpdating(false); + return; + } + + try { + await onHpChange(newHp); + setMode('view'); + setPendingChange(0); + } catch (error) { + console.error('Failed to update HP:', error); + } finally { + setIsUpdating(false); + } + }; + + const handleCancel = () => { + setMode('view'); + setPendingChange(0); + setDirectValue(hpCurrent); + }; + + const openMode = (newMode: Mode) => { + setMode(newMode); + setPendingChange(0); + setDirectValue(hpCurrent); + }; + + // View Mode - Main Display + if (mode === 'view') { + return ( + + + {/* HP Display */} +
+ +
+
+ Trefferpunkte + +
+
+
+
+
+
+ + {/* Quick Action Buttons */} +
+ + +
+ + + ); + } + + // Direct Edit Mode + if (mode === 'direct') { + return ( + + +
+
+ + HP direkt setzen +
+ +
+ +
+ setDirectValue(parseInt(e.target.value) || 0)} + className="w-24 h-14 text-center text-2xl font-bold" + min={0} + max={hpMax} + /> + / + {hpMax} +
+ + {/* Quick Set Buttons */} +
+ + + + +
+ + +
+
+ ); + } + + // Damage / Heal Mode + const isDamage = mode === 'damage'; + const accentColor = isDamage ? 'red' : 'green'; + const Icon = isDamage ? Swords : Sparkles; + const title = isDamage ? 'Schaden' : 'Heilung'; + const previewHp = isDamage + ? Math.max(0, hpCurrent - pendingChange) + : Math.min(hpMax, hpCurrent + pendingChange); + + return ( + + + {/* Header */} +
+
+ + {title} +
+ +
+ + {/* Preview */} +
+
+ {isDamage ? '-' : '+'}{pendingChange} +
+
+ {hpCurrent} → {previewHp} +
+
+ + {/* Quick Buttons - Large Touch Targets */} +
+ + + + +
+ + {/* Subtract Row */} +
+ + + + +
+ + {/* Apply Button */} + +
+
+ ); +} diff --git a/client/src/index.css b/client/src/index.css index 5649977..c3101d9 100644 --- a/client/src/index.css +++ b/client/src/index.css @@ -123,12 +123,20 @@ html { color: var(--color-text-primary); -webkit-font-smoothing: antialiased; -moz-osx-font-smoothing: grayscale; + overflow-x: hidden; } body { font-family: var(--font-sans); min-height: 100vh; margin: 0; + overflow-x: hidden; + max-width: 100vw; +} + +#root { + overflow-x: hidden; + max-width: 100vw; } /* Focus Styles */ diff --git a/client/src/shared/components/layout.tsx b/client/src/shared/components/layout.tsx index 63153ff..bfbcb63 100644 --- a/client/src/shared/components/layout.tsx +++ b/client/src/shared/components/layout.tsx @@ -14,7 +14,7 @@ export function Layout() { }; return ( -
+
{/* Header */}
@@ -71,7 +71,7 @@ export function Layout() {
{/* Main Content */} -
+
diff --git a/client/src/shared/components/ui/card.tsx b/client/src/shared/components/ui/card.tsx index 7e4f96b..87dae09 100644 --- a/client/src/shared/components/ui/card.tsx +++ b/client/src/shared/components/ui/card.tsx @@ -6,7 +6,7 @@ const Card = React.forwardRef (
) @@ -50,7 +50,7 @@ CardDescription.displayName = 'CardDescription'; const CardContent = React.forwardRef>( ({ className, ...props }, ref) => ( -
+
) ); CardContent.displayName = 'CardContent'; diff --git a/client/src/shared/lib/api.ts b/client/src/shared/lib/api.ts index 3679de2..6ccb6b9 100644 --- a/client/src/shared/lib/api.ts +++ b/client/src/shared/lib/api.ts @@ -195,6 +195,81 @@ class ApiClient { const response = await this.client.delete(`/campaigns/${campaignId}/characters/${characterId}/conditions/${conditionId}`); return response.data; } + + // Character Items + async addCharacterItem(campaignId: string, characterId: string, data: { + equipmentId?: string; + name: string; + nameGerman?: string; + quantity?: number; + bulk?: number; + equipped?: boolean; + invested?: boolean; + notes?: string; + }) { + const response = await this.client.post(`/campaigns/${campaignId}/characters/${characterId}/items`, data); + return response.data; + } + + async updateCharacterItem(campaignId: string, characterId: string, itemId: string, data: { + quantity?: number; + equipped?: boolean; + invested?: boolean; + notes?: string; + }) { + const response = await this.client.patch(`/campaigns/${campaignId}/characters/${characterId}/items/${itemId}`, data); + return response.data; + } + + async removeCharacterItem(campaignId: string, characterId: string, itemId: string) { + const response = await this.client.delete(`/campaigns/${campaignId}/characters/${characterId}/items/${itemId}`); + return response.data; + } + + // Equipment Database (Browse/Search) + async searchEquipment(params: { + query?: string; + category?: string; + subcategory?: string; + minLevel?: number; + maxLevel?: number; + traits?: string[]; + page?: number; + limit?: number; + }) { + const queryParams = new URLSearchParams(); + if (params.query) queryParams.set('query', params.query); + if (params.category) queryParams.set('category', params.category); + if (params.subcategory) queryParams.set('subcategory', params.subcategory); + if (params.minLevel !== undefined) queryParams.set('minLevel', params.minLevel.toString()); + if (params.maxLevel !== undefined) queryParams.set('maxLevel', params.maxLevel.toString()); + if (params.traits?.length) queryParams.set('traits', params.traits.join(',')); + if (params.page) queryParams.set('page', params.page.toString()); + if (params.limit) queryParams.set('limit', params.limit.toString()); + + const response = await this.client.get(`/equipment?${queryParams.toString()}`); + return response.data; + } + + async getEquipmentCategories() { + const response = await this.client.get('/equipment/categories'); + return response.data; + } + + async getEquipmentSubcategories(category: string) { + const response = await this.client.get(`/equipment/categories/${encodeURIComponent(category)}/subcategories`); + return response.data; + } + + async getEquipmentById(id: string) { + const response = await this.client.get(`/equipment/${id}`); + return response.data; + } + + async getEquipmentByName(name: string) { + const response = await this.client.get(`/equipment/by-name/${encodeURIComponent(name)}`); + return response.data; + } } export const api = new ApiClient(); diff --git a/client/src/shared/types/index.ts b/client/src/shared/types/index.ts index 90e8eab..71da78b 100644 --- a/client/src/shared/types/index.ts +++ b/client/src/shared/types/index.ts @@ -230,6 +230,53 @@ export interface Document { createdAt: string; } +// Equipment Database Types +export interface Equipment { + id: string; + name: string; + traits: string[]; + itemCategory: string; + itemSubcategory?: string; + bulk?: string; + url?: string; + summary?: string; + level?: number; + price?: number; + // Weapon fields + hands?: string; + damage?: string; + damageType?: string; + range?: string; + reload?: string; + weaponCategory?: string; + weaponGroup?: string; + // Armor fields + ac?: number; + dexCap?: number; + checkPenalty?: number; + speedPenalty?: number; + strength?: number; + armorCategory?: string; + armorGroup?: string; + // Shield fields + shieldHp?: number; + shieldHardness?: number; + shieldBt?: number; + // Consumable fields + activation?: string; + duration?: string; + usage?: string; +} + +export interface EquipmentSearchResult { + items: Equipment[]; + total: number; + page: number; + limit: number; + totalPages: number; + categories: string[]; +} + // API Response Types export interface ApiError { statusCode: number; diff --git a/docker-compose.yml b/docker-compose.yml index 097c318..0448c80 100644 --- a/docker-compose.yml +++ b/docker-compose.yml @@ -9,7 +9,7 @@ services: POSTGRES_PASSWORD: postgres POSTGRES_DB: dimension47 ports: - - "5432:5432" + - "5433:5432" volumes: - postgres_data:/var/lib/postgresql/data restart: unless-stopped diff --git a/server/package-lock.json b/server/package-lock.json index 2a5eb14..570107a 100644 --- a/server/package-lock.json +++ b/server/package-lock.json @@ -59,6 +59,7 @@ "ts-loader": "^9.5.2", "ts-node": "^10.9.2", "tsconfig-paths": "^4.2.0", + "tsx": "^4.21.0", "typescript": "^5.7.3", "typescript-eslint": "^8.20.0" } @@ -258,6 +259,7 @@ "integrity": "sha512-H3mcG6ZDLTlYfaSNi0iOKkigqMFvkTKlGUYlD8GW7nNOYRrevuA46iTypPyv+06V3fEmvvazfntkBU34L0azAw==", "dev": true, "license": "MIT", + "peer": true, "dependencies": { "@babel/code-frame": "^7.28.6", "@babel/generator": "^7.28.6", @@ -839,7 +841,8 @@ "resolved": "https://registry.npmjs.org/@electric-sql/pglite/-/pglite-0.3.2.tgz", "integrity": "sha512-zfWWa+V2ViDCY/cmUfRqeWY1yLto+EpxjXnZzenB1TyxsTiXaTWeZFIZw6mac52BsuQm0RjCnisjBtdBaXOI6w==", "devOptional": true, - "license": "Apache-2.0" + "license": "Apache-2.0", + "peer": true }, "node_modules/@electric-sql/pglite-socket": { "version": "0.0.6", @@ -898,6 +901,448 @@ "tslib": "^2.4.0" } }, + "node_modules/@esbuild/aix-ppc64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/aix-ppc64/-/aix-ppc64-0.27.2.tgz", + "integrity": "sha512-GZMB+a0mOMZs4MpDbj8RJp4cw+w1WV5NYD6xzgvzUJ5Ek2jerwfO2eADyI6ExDSUED+1X8aMbegahsJi+8mgpw==", + "cpu": [ + "ppc64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "aix" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/android-arm": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/android-arm/-/android-arm-0.27.2.tgz", + "integrity": "sha512-DVNI8jlPa7Ujbr1yjU2PfUSRtAUZPG9I1RwW4F4xFB1Imiu2on0ADiI/c3td+KmDtVKNbi+nffGDQMfcIMkwIA==", + "cpu": [ + "arm" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "android" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/android-arm64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/android-arm64/-/android-arm64-0.27.2.tgz", + "integrity": "sha512-pvz8ZZ7ot/RBphf8fv60ljmaoydPU12VuXHImtAs0XhLLw+EXBi2BLe3OYSBslR4rryHvweW5gmkKFwTiFy6KA==", + "cpu": [ + "arm64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "android" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/android-x64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/android-x64/-/android-x64-0.27.2.tgz", + "integrity": "sha512-z8Ank4Byh4TJJOh4wpz8g2vDy75zFL0TlZlkUkEwYXuPSgX8yzep596n6mT7905kA9uHZsf/o2OJZubl2l3M7A==", + "cpu": [ + "x64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "android" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/darwin-arm64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/darwin-arm64/-/darwin-arm64-0.27.2.tgz", + "integrity": "sha512-davCD2Zc80nzDVRwXTcQP/28fiJbcOwvdolL0sOiOsbwBa72kegmVU0Wrh1MYrbuCL98Omp5dVhQFWRKR2ZAlg==", + "cpu": [ + "arm64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "darwin" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/darwin-x64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/darwin-x64/-/darwin-x64-0.27.2.tgz", + "integrity": "sha512-ZxtijOmlQCBWGwbVmwOF/UCzuGIbUkqB1faQRf5akQmxRJ1ujusWsb3CVfk/9iZKr2L5SMU5wPBi1UWbvL+VQA==", + "cpu": [ + "x64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "darwin" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/freebsd-arm64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/freebsd-arm64/-/freebsd-arm64-0.27.2.tgz", + "integrity": "sha512-lS/9CN+rgqQ9czogxlMcBMGd+l8Q3Nj1MFQwBZJyoEKI50XGxwuzznYdwcav6lpOGv5BqaZXqvBSiB/kJ5op+g==", + "cpu": [ + "arm64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "freebsd" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/freebsd-x64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/freebsd-x64/-/freebsd-x64-0.27.2.tgz", + "integrity": "sha512-tAfqtNYb4YgPnJlEFu4c212HYjQWSO/w/h/lQaBK7RbwGIkBOuNKQI9tqWzx7Wtp7bTPaGC6MJvWI608P3wXYA==", + "cpu": [ + "x64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "freebsd" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/linux-arm": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/linux-arm/-/linux-arm-0.27.2.tgz", + "integrity": "sha512-vWfq4GaIMP9AIe4yj1ZUW18RDhx6EPQKjwe7n8BbIecFtCQG4CfHGaHuh7fdfq+y3LIA2vGS/o9ZBGVxIDi9hw==", + "cpu": [ + "arm" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "linux" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/linux-arm64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/linux-arm64/-/linux-arm64-0.27.2.tgz", + "integrity": "sha512-hYxN8pr66NsCCiRFkHUAsxylNOcAQaxSSkHMMjcpx0si13t1LHFphxJZUiGwojB1a/Hd5OiPIqDdXONia6bhTw==", + "cpu": [ + "arm64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "linux" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/linux-ia32": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/linux-ia32/-/linux-ia32-0.27.2.tgz", + "integrity": "sha512-MJt5BRRSScPDwG2hLelYhAAKh9imjHK5+NE/tvnRLbIqUWa+0E9N4WNMjmp/kXXPHZGqPLxggwVhz7QP8CTR8w==", + "cpu": [ + "ia32" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "linux" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/linux-loong64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/linux-loong64/-/linux-loong64-0.27.2.tgz", + "integrity": "sha512-lugyF1atnAT463aO6KPshVCJK5NgRnU4yb3FUumyVz+cGvZbontBgzeGFO1nF+dPueHD367a2ZXe1NtUkAjOtg==", + "cpu": [ + "loong64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "linux" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/linux-mips64el": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/linux-mips64el/-/linux-mips64el-0.27.2.tgz", + "integrity": "sha512-nlP2I6ArEBewvJ2gjrrkESEZkB5mIoaTswuqNFRv/WYd+ATtUpe9Y09RnJvgvdag7he0OWgEZWhviS1OTOKixw==", + "cpu": [ + "mips64el" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "linux" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/linux-ppc64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/linux-ppc64/-/linux-ppc64-0.27.2.tgz", + "integrity": "sha512-C92gnpey7tUQONqg1n6dKVbx3vphKtTHJaNG2Ok9lGwbZil6DrfyecMsp9CrmXGQJmZ7iiVXvvZH6Ml5hL6XdQ==", + "cpu": [ + "ppc64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "linux" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/linux-riscv64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/linux-riscv64/-/linux-riscv64-0.27.2.tgz", + "integrity": "sha512-B5BOmojNtUyN8AXlK0QJyvjEZkWwy/FKvakkTDCziX95AowLZKR6aCDhG7LeF7uMCXEJqwa8Bejz5LTPYm8AvA==", + "cpu": [ + "riscv64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "linux" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/linux-s390x": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/linux-s390x/-/linux-s390x-0.27.2.tgz", + "integrity": "sha512-p4bm9+wsPwup5Z8f4EpfN63qNagQ47Ua2znaqGH6bqLlmJ4bx97Y9JdqxgGZ6Y8xVTixUnEkoKSHcpRlDnNr5w==", + "cpu": [ + "s390x" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "linux" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/linux-x64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/linux-x64/-/linux-x64-0.27.2.tgz", + "integrity": "sha512-uwp2Tip5aPmH+NRUwTcfLb+W32WXjpFejTIOWZFw/v7/KnpCDKG66u4DLcurQpiYTiYwQ9B7KOeMJvLCu/OvbA==", + "cpu": [ + "x64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "linux" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/netbsd-arm64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/netbsd-arm64/-/netbsd-arm64-0.27.2.tgz", + "integrity": "sha512-Kj6DiBlwXrPsCRDeRvGAUb/LNrBASrfqAIok+xB0LxK8CHqxZ037viF13ugfsIpePH93mX7xfJp97cyDuTZ3cw==", + "cpu": [ + "arm64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "netbsd" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/netbsd-x64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/netbsd-x64/-/netbsd-x64-0.27.2.tgz", + "integrity": "sha512-HwGDZ0VLVBY3Y+Nw0JexZy9o/nUAWq9MlV7cahpaXKW6TOzfVno3y3/M8Ga8u8Yr7GldLOov27xiCnqRZf0tCA==", + "cpu": [ + "x64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "netbsd" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/openbsd-arm64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/openbsd-arm64/-/openbsd-arm64-0.27.2.tgz", + "integrity": "sha512-DNIHH2BPQ5551A7oSHD0CKbwIA/Ox7+78/AWkbS5QoRzaqlev2uFayfSxq68EkonB+IKjiuxBFoV8ESJy8bOHA==", + "cpu": [ + "arm64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "openbsd" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/openbsd-x64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/openbsd-x64/-/openbsd-x64-0.27.2.tgz", + "integrity": "sha512-/it7w9Nb7+0KFIzjalNJVR5bOzA9Vay+yIPLVHfIQYG/j+j9VTH84aNB8ExGKPU4AzfaEvN9/V4HV+F+vo8OEg==", + "cpu": [ + "x64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "openbsd" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/openharmony-arm64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/openharmony-arm64/-/openharmony-arm64-0.27.2.tgz", + "integrity": "sha512-LRBbCmiU51IXfeXk59csuX/aSaToeG7w48nMwA6049Y4J4+VbWALAuXcs+qcD04rHDuSCSRKdmY63sruDS5qag==", + "cpu": [ + "arm64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "openharmony" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/sunos-x64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/sunos-x64/-/sunos-x64-0.27.2.tgz", + "integrity": "sha512-kMtx1yqJHTmqaqHPAzKCAkDaKsffmXkPHThSfRwZGyuqyIeBvf08KSsYXl+abf5HDAPMJIPnbBfXvP2ZC2TfHg==", + "cpu": [ + "x64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "sunos" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/win32-arm64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/win32-arm64/-/win32-arm64-0.27.2.tgz", + "integrity": "sha512-Yaf78O/B3Kkh+nKABUF++bvJv5Ijoy9AN1ww904rOXZFLWVc5OLOfL56W+C8F9xn5JQZa3UX6m+IktJnIb1Jjg==", + "cpu": [ + "arm64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "win32" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/win32-ia32": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/win32-ia32/-/win32-ia32-0.27.2.tgz", + "integrity": "sha512-Iuws0kxo4yusk7sw70Xa2E2imZU5HoixzxfGCdxwBdhiDgt9vX9VUCBhqcwY7/uh//78A1hMkkROMJq9l27oLQ==", + "cpu": [ + "ia32" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "win32" + ], + "engines": { + "node": ">=18" + } + }, + "node_modules/@esbuild/win32-x64": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/@esbuild/win32-x64/-/win32-x64-0.27.2.tgz", + "integrity": "sha512-sRdU18mcKf7F+YgheI/zGf5alZatMUTKj/jNS6l744f9u3WFu4v7twcUI9vu4mknF4Y9aDlblIie0IM+5xxaqQ==", + "cpu": [ + "x64" + ], + "dev": true, + "license": "MIT", + "optional": true, + "os": [ + "win32" + ], + "engines": { + "node": ">=18" + } + }, "node_modules/@eslint-community/eslint-utils": { "version": "4.9.1", "resolved": "https://registry.npmjs.org/@eslint-community/eslint-utils/-/eslint-utils-4.9.1.tgz", @@ -2279,6 +2724,7 @@ "resolved": "https://registry.npmjs.org/@nestjs/common/-/common-11.1.12.tgz", "integrity": "sha512-v6U3O01YohHO+IE3EIFXuRuu3VJILWzyMmSYZXpyBbnp0hk0mFyHxK2w3dF4I5WnbwiRbWlEXdeXFvPQ7qaZzw==", "license": "MIT", + "peer": true, "dependencies": { "file-type": "21.3.0", "iterare": "1.2.1", @@ -2338,6 +2784,7 @@ "integrity": "sha512-97DzTYMf5RtGAVvX1cjwpKRiCUpkeQ9CCzSAenqkAhOmNVVFaApbhuw+xrDt13rsCa2hHVOYPrV4dBgOYMJjsA==", "hasInstallScript": true, "license": "MIT", + "peer": true, "dependencies": { "@nuxt/opencollective": "0.4.1", "fast-safe-stringify": "2.1.1", @@ -2421,6 +2868,7 @@ "resolved": "https://registry.npmjs.org/@nestjs/platform-express/-/platform-express-11.1.12.tgz", "integrity": "sha512-GYK/vHI0SGz5m8mxr7v3Urx8b9t78Cf/dj5aJMZlGd9/1D9OI1hAl00BaphjEXINUJ/BQLxIlF2zUjrYsd6enQ==", "license": "MIT", + "peer": true, "dependencies": { "cors": "2.8.5", "express": "5.2.1", @@ -2442,6 +2890,7 @@ "resolved": "https://registry.npmjs.org/@nestjs/platform-socket.io/-/platform-socket.io-11.1.12.tgz", "integrity": "sha512-1itTTYsAZecrq2NbJOkch32y8buLwN7UpcNRdJrhlS+ovJ5GxLx3RyJ3KylwBhbYnO5AeYyL1U/i4W5mg/4qDA==", "license": "MIT", + "peer": true, "dependencies": { "socket.io": "4.8.3", "tslib": "2.8.1" @@ -2620,6 +3069,7 @@ "resolved": "https://registry.npmjs.org/@nestjs/websockets/-/websockets-11.1.12.tgz", "integrity": "sha512-ulSOYcgosx1TqY425cRC5oXtAu1R10+OSmVfgyR9ueR25k4luekURt8dzAZxhxSCI0OsDj9WKCFLTkEuAwg0wg==", "license": "MIT", + "peer": true, "dependencies": { "iterare": "1.2.1", "object-hash": "3.0.0", @@ -3092,6 +3542,7 @@ "integrity": "sha512-FXx2pKgId/WyYo2jXw63kk7/+TY7u7AziEJxJAnSFzHlqTAS3Ync6SvgYAN/k4/PQpnnVuzoMuVnByKK2qp0ag==", "dev": true, "license": "MIT", + "peer": true, "dependencies": { "@types/estree": "*", "@types/json-schema": "*" @@ -3230,6 +3681,7 @@ "resolved": "https://registry.npmjs.org/@types/node/-/node-22.19.7.tgz", "integrity": "sha512-MciR4AKGHWl7xwxkBa6xUGxQJ4VBOmPTF7sL+iGzuahOFaO0jHCsuEfS80pan1ef4gWId1oWOweIhrDEYLuaOw==", "license": "MIT", + "peer": true, "dependencies": { "undici-types": "~6.21.0" } @@ -3411,6 +3863,7 @@ "integrity": "sha512-npiaib8XzbjtzS2N4HlqPvlpxpmZ14FjSJrteZpPxGUaYPlvhzlzUZ4mZyABo0EFrOWnvyd0Xxroq//hKhtAWg==", "dev": true, "license": "MIT", + "peer": true, "dependencies": { "@typescript-eslint/scope-manager": "8.53.0", "@typescript-eslint/types": "8.53.0", @@ -4092,6 +4545,7 @@ "integrity": "sha512-NZyJarBfL7nWwIq+FDL6Zp/yHEhePMNnnJ0y3qfieCrmNvYct8uvtiV41UvlSe6apAfk0fY1FbWx+NwfmpvtTg==", "dev": true, "license": "MIT", + "peer": true, "bin": { "acorn": "bin/acorn" }, @@ -4141,6 +4595,7 @@ "integrity": "sha512-j3fVLgvTo527anyYyJOGTYJbG+vnnQYvE0m5mmkc1TK+nxAppkCLMIL0aZ4dblVCNoGShhm+kzE4ZUykBoMg4g==", "dev": true, "license": "MIT", + "peer": true, "dependencies": { "fast-deep-equal": "^3.1.1", "fast-json-stable-stringify": "^2.0.0", @@ -4583,6 +5038,7 @@ } ], "license": "MIT", + "peer": true, "dependencies": { "baseline-browser-mapping": "^2.9.0", "caniuse-lite": "^1.0.30001759", @@ -4844,6 +5300,7 @@ "integrity": "sha512-Qgzu8kfBvo+cA4962jnP1KkS6Dop5NS6g7R5LFYJr4b8Ub94PPQXUksCw9PvXoeXPRRddRNC5C1JQUR2SMGtnA==", "devOptional": true, "license": "MIT", + "peer": true, "dependencies": { "readdirp": "^4.0.1" }, @@ -4901,13 +5358,15 @@ "version": "0.5.1", "resolved": "https://registry.npmjs.org/class-transformer/-/class-transformer-0.5.1.tgz", "integrity": "sha512-SQa1Ws6hUbfC98vKGxZH3KFY0Y1lm5Zm0SY8XX9zbK7FJCyVEac3ATW0RIpwzW+oOfmHE5PMPufDG9hCfoEOMw==", - "license": "MIT" + "license": "MIT", + "peer": true }, "node_modules/class-validator": { "version": "0.14.3", "resolved": "https://registry.npmjs.org/class-validator/-/class-validator-0.14.3.tgz", "integrity": "sha512-rXXekcjofVN1LTOSw+u4u9WXVEUvNBVjORW154q/IdmYWy1nMbOU9aNtZB0t8m+FJQ9q91jlr2f9CwwUFdFMRA==", "license": "MIT", + "peer": true, "dependencies": { "@types/validator": "^13.15.3", "libphonenumber-js": "^1.11.1", @@ -5261,8 +5720,7 @@ "resolved": "https://registry.npmjs.org/csstype/-/csstype-3.2.3.tgz", "integrity": "sha512-z1HGKcYy2xA8AGQfwrn0PAy+PB7X/GSj3UVJW9qKyn43xWa+gl5nXmU4qqLMRzWVLFC8KusUX8T/0kCiOYpAIQ==", "devOptional": true, - "license": "MIT", - "peer": true + "license": "MIT" }, "node_modules/debug": { "version": "4.4.3", @@ -5691,6 +6149,48 @@ "node": ">= 0.4" } }, + "node_modules/esbuild": { + "version": "0.27.2", + "resolved": "https://registry.npmjs.org/esbuild/-/esbuild-0.27.2.tgz", + "integrity": "sha512-HyNQImnsOC7X9PMNaCIeAm4ISCQXs5a5YasTXVliKv4uuBo1dKrG0A+uQS8M5eXjVMnLg3WgXaKvprHlFJQffw==", + "dev": true, + "hasInstallScript": true, + "license": "MIT", + "bin": { + "esbuild": "bin/esbuild" + }, + "engines": { + "node": ">=18" + }, + "optionalDependencies": { + "@esbuild/aix-ppc64": "0.27.2", + "@esbuild/android-arm": "0.27.2", + "@esbuild/android-arm64": "0.27.2", + "@esbuild/android-x64": "0.27.2", + "@esbuild/darwin-arm64": "0.27.2", + "@esbuild/darwin-x64": "0.27.2", + "@esbuild/freebsd-arm64": "0.27.2", + "@esbuild/freebsd-x64": "0.27.2", + "@esbuild/linux-arm": "0.27.2", + "@esbuild/linux-arm64": "0.27.2", + "@esbuild/linux-ia32": "0.27.2", + "@esbuild/linux-loong64": "0.27.2", + "@esbuild/linux-mips64el": "0.27.2", + "@esbuild/linux-ppc64": "0.27.2", + "@esbuild/linux-riscv64": "0.27.2", + "@esbuild/linux-s390x": "0.27.2", + "@esbuild/linux-x64": "0.27.2", + "@esbuild/netbsd-arm64": "0.27.2", + "@esbuild/netbsd-x64": "0.27.2", + "@esbuild/openbsd-arm64": "0.27.2", + "@esbuild/openbsd-x64": "0.27.2", + "@esbuild/openharmony-arm64": "0.27.2", + "@esbuild/sunos-x64": "0.27.2", + "@esbuild/win32-arm64": "0.27.2", + "@esbuild/win32-ia32": "0.27.2", + "@esbuild/win32-x64": "0.27.2" + } + }, "node_modules/escalade": { "version": "3.2.0", "resolved": "https://registry.npmjs.org/escalade/-/escalade-3.2.0.tgz", @@ -5726,6 +6226,7 @@ "integrity": "sha512-LEyamqS7W5HB3ujJyvi0HQK/dtVINZvd5mAAp9eT5S/ujByGjiZLCzPcHVzuXbpJDJF/cxwHlfceVUDZ2lnSTw==", "dev": true, "license": "MIT", + "peer": true, "dependencies": { "@eslint-community/eslint-utils": "^4.8.0", "@eslint-community/regexpp": "^4.12.1", @@ -5786,6 +6287,7 @@ "integrity": "sha512-82GZUjRS0p/jganf6q1rEO25VSoHH0hKPCTrgillPjdI/3bgBhAE1QzHrHTizjpRvy6pGAvKjDJtk2pF9NDq8w==", "dev": true, "license": "MIT", + "peer": true, "bin": { "eslint-config-prettier": "bin/cli.js" }, @@ -6018,6 +6520,7 @@ "resolved": "https://registry.npmjs.org/express/-/express-5.2.1.tgz", "integrity": "sha512-hIS4idWWai69NezIdRt2xFVofaF4j+6INOpJlVOLDO8zXGpUVEVzIYk12UUi2JzjEzWL3IOAxcTubgz9Po0yXw==", "license": "MIT", + "peer": true, "dependencies": { "accepts": "^2.0.0", "body-parser": "^2.2.1", @@ -6556,6 +7059,19 @@ "url": "https://github.com/sponsors/sindresorhus" } }, + "node_modules/get-tsconfig": { + "version": "4.13.0", + "resolved": "https://registry.npmjs.org/get-tsconfig/-/get-tsconfig-4.13.0.tgz", + "integrity": "sha512-1VKTZJCwBrvbd+Wn3AOgQP/2Av+TfTCOlE4AcRJE72W1ksZXbAx8PPBR9RzgTeSPzlPMHrbANMH3LbltH73wxQ==", + "dev": true, + "license": "MIT", + "dependencies": { + "resolve-pkg-maps": "^1.0.0" + }, + "funding": { + "url": "https://github.com/privatenumber/get-tsconfig?sponsor=1" + } + }, "node_modules/giget": { "version": "2.0.0", "resolved": "https://registry.npmjs.org/giget/-/giget-2.0.0.tgz", @@ -6755,6 +7271,7 @@ "integrity": "sha512-BIdolzGpDO9MQ4nu3AUuDwHZZ+KViNm+EZ75Ae55eMXMqLVhDFqEMXxtUe9Qh8hjL+pIna/frs2j6Y2yD5Ua/g==", "devOptional": true, "license": "MIT", + "peer": true, "engines": { "node": ">=16.9.0" } @@ -7141,6 +7658,7 @@ "integrity": "sha512-F26gjC0yWN8uAA5m5Ss8ZQf5nDHWGlN/xWZIh8S5SRbsEKBovwZhxGd6LJlbZYxBgCYOtreSUyb8hpXyGC5O4A==", "dev": true, "license": "MIT", + "peer": true, "dependencies": { "@jest/core": "30.2.0", "@jest/types": "30.2.0", @@ -8939,6 +9457,7 @@ "resolved": "https://registry.npmjs.org/passport/-/passport-0.7.0.tgz", "integrity": "sha512-cPLl+qZpSc+ireUvt+IzqbED1cHHkDoVYMo30jbJIdOOjQ1MQYZBPiNvmi8UM6lJuOpTPXJGZQk0DtC4y61MYQ==", "license": "MIT", + "peer": true, "dependencies": { "passport-strategy": "1.x.x", "pause": "0.0.1", @@ -9071,6 +9590,7 @@ "resolved": "https://registry.npmjs.org/pg/-/pg-8.17.1.tgz", "integrity": "sha512-EIR+jXdYNSMOrpRp7g6WgQr7SaZNZfS7IzZIO0oTNEeibq956JxeD15t3Jk3zZH0KH8DmOIx38qJfQenoE8bXQ==", "license": "MIT", + "peer": true, "dependencies": { "pg-connection-string": "^2.10.0", "pg-pool": "^3.11.0", @@ -9354,6 +9874,7 @@ "integrity": "sha512-yEPsovQfpxYfgWNhCfECjG5AQaO+K3dp6XERmOepyPDVqcJm+bjyCVO3pmU+nAPe0N5dDvekfGezt/EIiRe1TA==", "dev": true, "license": "MIT", + "peer": true, "bin": { "prettier": "bin/prettier.cjs" }, @@ -9412,6 +9933,7 @@ "devOptional": true, "hasInstallScript": true, "license": "Apache-2.0", + "peer": true, "dependencies": { "@prisma/config": "7.2.0", "@prisma/dev": "0.17.0", @@ -9622,7 +10144,8 @@ "version": "0.2.2", "resolved": "https://registry.npmjs.org/reflect-metadata/-/reflect-metadata-0.2.2.tgz", "integrity": "sha512-urBwgfrvVP/eAyXx4hluJivBKzuEbSQs9rKWCrCkbSxNv8mxPcUZKeuoF3Uy4mJl3Lwprp6yy5/39VWigZ4K6Q==", - "license": "Apache-2.0" + "license": "Apache-2.0", + "peer": true }, "node_modules/regexp-to-ast": { "version": "0.5.0", @@ -9707,6 +10230,16 @@ "node": ">=4" } }, + "node_modules/resolve-pkg-maps": { + "version": "1.0.0", + "resolved": "https://registry.npmjs.org/resolve-pkg-maps/-/resolve-pkg-maps-1.0.0.tgz", + "integrity": "sha512-seS2Tj26TBVOC2NIc2rOe2y2ZO7efxITtLZcGSOnHHNOQ7CkiUBfw0Iw2ck6xkIhPwLhKNLS8BO+hEpngQlqzw==", + "dev": true, + "license": "MIT", + "funding": { + "url": "https://github.com/privatenumber/resolve-pkg-maps?sponsor=1" + } + }, "node_modules/restore-cursor": { "version": "3.1.0", "resolved": "https://registry.npmjs.org/restore-cursor/-/restore-cursor-3.1.0.tgz", @@ -9759,6 +10292,7 @@ "resolved": "https://registry.npmjs.org/rxjs/-/rxjs-7.8.2.tgz", "integrity": "sha512-dhKf903U/PQZY6boNNtAGdWbG85WAbjT/1xYoZIC7FAY0yWapOBQVsVrDl58W86//e1VpMNBtRV4MaXfdMySFA==", "license": "Apache-2.0", + "peer": true, "dependencies": { "tslib": "^2.1.0" } @@ -9794,8 +10328,7 @@ "resolved": "https://registry.npmjs.org/scheduler/-/scheduler-0.27.0.tgz", "integrity": "sha512-eNv+WrVbKu1f3vbYJT/xtiF5syA5HPIMtf9IgY/nKg0sWqzAUEvqY/xm7OcZc/qafLx/iO9FgOmeSAp4v5ti/Q==", "devOptional": true, - "license": "MIT", - "peer": true + "license": "MIT" }, "node_modules/schema-utils": { "version": "3.3.0", @@ -10504,6 +11037,7 @@ "integrity": "sha512-B/gBuNg5SiMTrPkC+A2+cW0RszwxYmn6VYxB/inlBStS5nx6xHIt/ehKRhIMhqusl7a8LjQoZnjCs5vhwxOQ1g==", "dev": true, "license": "MIT", + "peer": true, "dependencies": { "fast-deep-equal": "^3.1.3", "fast-uri": "^3.0.1", @@ -10847,6 +11381,7 @@ "integrity": "sha512-f0FFpIdcHgn8zcPSbf1dRevwt047YMnaiJM3u2w2RewrB+fob/zePZcrOyQoLMMO7aBIddLcQIEK5dYjkLnGrQ==", "dev": true, "license": "MIT", + "peer": true, "dependencies": { "@cspotcode/source-map-support": "^0.8.0", "@tsconfig/node10": "^1.0.7", @@ -10932,6 +11467,26 @@ "integrity": "sha512-oJFu94HQb+KVduSUQL7wnpmqnfmLsOA/nAh6b6EH0wCEoK0/mPeXU6c3wKDV83MkOuHPRHtSXKKU99IBazS/2w==", "license": "0BSD" }, + "node_modules/tsx": { + "version": "4.21.0", + "resolved": "https://registry.npmjs.org/tsx/-/tsx-4.21.0.tgz", + "integrity": "sha512-5C1sg4USs1lfG0GFb2RLXsdpXqBSEhAaA/0kPL01wxzpMqLILNxIxIOKiILz+cdg/pLnOUxFYOR5yhHU666wbw==", + "dev": true, + "license": "MIT", + "dependencies": { + "esbuild": "~0.27.0", + "get-tsconfig": "^4.7.5" + }, + "bin": { + "tsx": "dist/cli.mjs" + }, + "engines": { + "node": ">=18.0.0" + }, + "optionalDependencies": { + "fsevents": "~2.3.3" + } + }, "node_modules/type-check": { "version": "0.4.0", "resolved": "https://registry.npmjs.org/type-check/-/type-check-0.4.0.tgz", @@ -10994,6 +11549,7 @@ "integrity": "sha512-jl1vZzPDinLr9eUt3J/t7V6FgNEw9QjvBPdysz9KfQDD41fQrC2Y4vKQdiaUpFT4bXlb1RHhLpp8wtm6M5TgSw==", "devOptional": true, "license": "Apache-2.0", + "peer": true, "bin": { "tsc": "bin/tsc", "tsserver": "bin/tsserver" @@ -11275,6 +11831,7 @@ "integrity": "sha512-Qphch25abbMNtekmEGJmeRUhLDbe+QfiWTiqpKYkpCOWY64v9eyl+KRRLmqOFA2AvKPpc9DC6+u2n76tQLBoaA==", "dev": true, "license": "MIT", + "peer": true, "dependencies": { "@types/eslint-scope": "^3.7.7", "@types/estree": "^1.0.8", @@ -11344,6 +11901,7 @@ "integrity": "sha512-B/gBuNg5SiMTrPkC+A2+cW0RszwxYmn6VYxB/inlBStS5nx6xHIt/ehKRhIMhqusl7a8LjQoZnjCs5vhwxOQ1g==", "dev": true, "license": "MIT", + "peer": true, "dependencies": { "fast-deep-equal": "^3.1.3", "fast-uri": "^3.0.1", diff --git a/server/package.json b/server/package.json index 43c4258..fc4c735 100644 --- a/server/package.json +++ b/server/package.json @@ -8,8 +8,13 @@ "scripts": { "build": "nest build", "db:generate": "prisma generate", - "db:push": "prisma db push", + "db:migrate:dev": "prisma migrate dev", + "db:migrate:deploy": "prisma migrate deploy", + "db:migrate:reset": "prisma migrate reset", + "db:migrate:status": "prisma migrate status", "db:studio": "prisma studio", + "db:seed": "tsx prisma/seed.ts", + "db:seed:equipment": "tsx prisma/seed-equipment.ts", "format": "prettier --write \"src/**/*.ts\" \"test/**/*.ts\"", "start": "nest start", "start:dev": "nest start --watch", @@ -73,6 +78,7 @@ "ts-loader": "^9.5.2", "ts-node": "^10.9.2", "tsconfig-paths": "^4.2.0", + "tsx": "^4.21.0", "typescript": "^5.7.3", "typescript-eslint": "^8.20.0" }, diff --git a/server/prisma/data/armor.json b/server/prisma/data/armor.json new file mode 100644 index 0000000..f72fd08 --- /dev/null +++ b/server/prisma/data/armor.json @@ -0,0 +1,2240 @@ +[ + { + "name": "Abysium Armor (High-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=1406", + "summary": "Typically only creatures immune to abysium's effects would don abysium armor. You're sickened 2 while wearing standard-grade armor made from abysium, or sickened 3 while wearing high-grade armor made from abysium. You can't reduce your sickened condition while wearing abysium armor, or for 1 hour after removing it. Abysium armor is dangerous to nearby creatures, too. Creatures within 10 feet of abysium armor must succeed at a Fortitude save (DC 30 for standard grade or DC 40 for high grade) or become sickened 1 (sickened 2 on a critical failure). Afterwards, the creature is temporarily immune for 1 minute, but if they remain within the area for longer than 1 minute, they automatically critically fail the next save.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Abysium Armor (Standard-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=1406", + "summary": "Typically only creatures immune to abysium's effects would don abysium armor. You're sickened 2 while wearing standard-grade armor made from abysium, or sickened 3 while wearing high-grade armor made from abysium. You can't reduce your sickened condition while wearing abysium armor, or for 1 hour after removing it. Abysium armor is dangerous to nearby creatures, too. Creatures within 10 feet of abysium armor must succeed at a Fortitude save (DC 30 for standard grade or DC 40 for high grade) or become sickened 1 (sickened 2 on a critical failure). Afterwards, the creature is temporarily immune for 1 minute, but if they remain within the area for longer than 1 minute, they automatically critically fail the next save.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Adamantine Armor (High-Grade)", + "trait": "Uncommon", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2797", + "summary": "The initial raw materials must include adamantine worth at least 16,000 gp + 1,600 gp per Bulk.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Adamantine Armor (Standard-Grade)", + "trait": "Uncommon", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2797", + "summary": "The initial raw materials must include adamantine worth at least 200 gp + 20 gp per Bulk.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Alkenstar Phalanx", + "trait": "Invested, Magical, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=3801", + "summary": "This rugged suit of +2 resilient fortification full plate has a large red gemstone inset into the overlapping plates of the chest piece. While wearing the armor, you might be given the role of protecting the flank of an army in battle, or perhaps standing your ground as the last line of defense in a castle keep.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Ankhrav Carapace", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=3802", + "summary": "This +1 leather armor has interlocking panels and short bristles along the outer edges of the arms and legs. While wearing this armor, you gain resistance 2 to acid damage.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Arachnid Harness", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=1839", + "summary": "This +1 leather armor has four knobbed ribs that wrap around the torso. The armor grants you resistance 2 to poison damage.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Arachnid Harness (Greater)", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=1839", + "summary": "The armor is +1 resilient leather armor , the resistance is 5, and the harness can be activated once every 10 minutes.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Armor of the Holy Warrior", + "trait": "Divine, Good, Invested, Magical, Necromancy, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "3", + "url": "/Equipment.aspx?ID=1562", + "summary": "Based on the armors used by the holy warriors who served under General Arnisant in the Shining Crusade, this well-polished +2 greater resilient half plate is decorated with religious motifs and carved with sacred scripture. While wearing armor of the holy warrior, your item bonus from the greater resilient rune increases from +2 to +3; if you upgrade to a major resilient rune, the item bonus instead increases from +3 to +4. An undead that critically fails an unarmed attack against you while you wear this armor takes 1d6 positive damage.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Armored Cloak", + "trait": "Comfort, Flexible", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "L", + "url": "/Armor.aspx?ID=37", + "summary": "This large, thick cloak is fitted with thin strips of metal at key locations along its length. A pair of straps attaches the cloak to your arms, giving you greater control over the cloak's movements. Using these straps, you can constantly move the cloak or keep it wrapped around yourself to block and intercept attacks. Many Firebrands favor wearing armored cloaks over traditional armor for style reasons, such as matching the cloak to the rest of their outfit.", + "ac": "1", + "dex_cap": "+3", + "armor_category": "Light" + }, + { + "name": "Armored Coat", + "trait": "Comfort, Flexible, Uncommon", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "2", + "url": "/Armor.aspx?ID=16", + "summary": "A custom, lightweight mail is fitted within the lining of a coat or similar apparel, physically hiding the armor while maintaining the wearer's fashion. While not nearly as protective as heavier armors, the armored coat allows the wearer to blend in more aesthetically during civilian functions. Like other suits of armor, the armored coat is custom-fitted to an individual's body type, ensuring comfort without sacrificing its defensive capabilities.", + "ac": "2", + "dex_cap": "+2", + "armor_category": "Light" + }, + { + "name": "Assassin's Skin", + "trait": "Invested, Magical, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=3483", + "summary": "This +2 greater resilient leather armor was made from the flayed hide of an Elysian pegasus, then dyed a bright crimson so that it appears slick with fresh blood. The wearer of assassin's skin gains a +3 item bonus to Escape checks.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Aurochs Hide Armor", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=3682", + "summary": "Made of the sturdy, thick hide of the aurochs and tempered to be both flexible and durable, this +1 resilient hide armor is imbued with the aurochs’ natural defenses against venomous predators. You gain resistance 5 to poison damage.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Autoload Leathers", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=3803", + "summary": "This +1 resilient studded leather armor has a built in ammunition bandolier that, once set up, can be used to almost instantaneously reload a …", + "ac": "", + "dex_cap": "" + }, + { + "name": "Autumn's Embrace", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=1840", + "summary": "Woven by fey seamstresses as rewards for servants of nature, countless leaves continually changing colors in autumnal hues comprise autumn's embrace, a suit of +2 invisibility resilient leaf weave. Leaves shed from the armor as they might fall in autumn. When activating the armor's invisibility property rune, you disappear in a swirl of colorful leaves.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Balloon Padding", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "L", + "url": "/Equipment.aspx?ID=3804", + "summary": "This +1 padded armor enables you to hover above the ground and either drift with the wind or be pulled along by another creature or vehicle. ", + "ac": "", + "dex_cap": "" + }, + { + "name": "Bastion of the Inheritor", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "5", + "url": "/Equipment.aspx?ID=1841", + "summary": "Worn by Iomedae's prestigious knights, this +2 resilient bastion plate is emblazoned with the Inheritor's religious symbol and sports a white cloak. While the cloak is white, this armor grants you a +2 item bonus to Diplomacy checks to Make an Impression, provided your target has no enmity toward Iomedae.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Bastion Plate", + "trait": "Bulwark, Entrench Melee, Hindering", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "5", + "url": "/Armor.aspx?ID=17", + "summary": "This cumbersome and sturdy plate armor has fluting and additional protection built into the cuirass, helm, pauldrons, and vambraces. Bastion plate was invented for protection in combat tournaments meant to be sporting rather than lethal.", + "ac": "6", + "dex_cap": "+0", + "armor_category": "Heavy" + }, + { + "name": "Bismuth Armor", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=3805", + "summary": "This silvery, pink-tinged +2 resilient full plate is polished to the point that its surface is completely reflective. This armor can reflect some of the light generated by magical attacks.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Black Hole Armor", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "5", + "url": "/Equipment.aspx?ID=1842", + "summary": "The joints of this black +2 greater resilient fortification fortress plate look like swirling vortices of silver. Non-magical ammunition and thrown weapons aimed at you are destroyed after they hit you and deal damage or miss you. You also have resistance 10 to physical damage from ranged attacks.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Blade Byrnie", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=1843", + "summary": "Instead of chain links, this +1 chain shirt is assembled from metal “leaves” that each resemble a small blade.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Blade Byrnie (Greater)", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=1843", + "summary": "The armor is a +2 resilient chain shirt . The daggers are +2 greater striking daggers .", + "ac": "", + "dex_cap": "" + }, + { + "name": "Blade Byrnie (Major)", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=1843", + "summary": "The armor is a +3 greater resilient chain shirt . The daggers are +3 greater striking daggers .", + "ac": "", + "dex_cap": "" + }, + { + "name": "Blast Suit", + "trait": "Abjuration, Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=1601", + "summary": "Crafted from heavy steel plating and riveted together with cunning precision, this suit of +1 resilient full plate is specifically designed to protect against sudden explosions. This added layer of security comes at the cost of movement, however.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Breastplate", + "trait": "", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "2", + "url": "/Armor.aspx?ID=47", + "summary": "Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (see below) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.", + "ac": "4", + "dex_cap": "+1", + "armor_category": "Medium" + }, + { + "name": "Breastplate of the Mountain", + "trait": "Apex, Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=2137", + "summary": "Constructed of dull gray metal, this breastplate is decorated with the symbol of a craggy black mountaintop. This breastplate functions as a +3 greater resilient breastplate. When you're Shoved or otherwise forced to move, you can reduce the amount you move by up to 10 feet. When you invest the breastplate, you either increase your Constitution modifier by 1 or increase it to +4, whichever would give you a higher value.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Buckle Armor", + "trait": "Adjusted Storage, Noisy", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "1", + "url": "/Armor.aspx?ID=18", + "summary": "Absalom style once led famous adventurers to wear clothing with an unusual number of buckles, pouches, and straps. This fashion birthed a trend that led to “buckle armor,” a colloquial name for chic armor with spacious tool storage. Buckle armor comes with the storage armor adjustment.", + "ac": "2", + "dex_cap": "+3", + "armor_category": "Light" + }, + { + "name": "Buoyant Buckle", + "trait": "Invested, Magical, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=3806", + "summary": "This +1 leather armor has several large pouches along the sides of the torso as well as the front and back sides of the legs. While wearing this armor, you can quickly inflate these large pouches with air, allowing you to float in water.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Canopy Bulwark", + "trait": "Invested, Magical, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=3595", + "summary": "This suit of +1 assisting leaf weave is composed entirely of primal-infused leaves bestowed by a dying arboreal. The leaves display the vibrant greens of summer, as if full of life, regardless of the time that has passed since the arboreal gifted them. The armor is constantly drawing in imperceptible amounts of primal energy to help bear its wearer’s burdens. You can draw deeply upon the untapped reserves of primal magic within it and infuse yourself with these energies to a limited extent, giving you a burst of quickness.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Celestial Armor", + "trait": "Divine, Good, Invested, Transmutation", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=149", + "summary": "This suit of +2 resilient chain mail is made of fine white links of a strange and slightly translucent pale metal, and the sleeves and skirt are fashioned into smaller trails that resemble feathers. Unlike normal chain mail, celestial armor has no Speed reduction, its armor check penalty is 0, and its Bulk is 1.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Ceramic Plate", + "trait": "Adjusted Armor Latches, Noisy", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "2", + "url": "/Armor.aspx?ID=19", + "summary": "Traditional armor from Senghor, ceramic plate alleviates the need for metallurgy and smithing, instead relying on ceramic firing, glazing, and strong cord work with a backing of leather and thick canvas. Ceramic plate that follows Senghor's style is colorful and artistic, and is built with the armor latches armor adjustment.", + "ac": "3", + "dex_cap": "+2", + "armor_category": "Medium" + }, + { + "name": "Chain Mail", + "trait": "Flexible, Noisy", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "2", + "url": "/Armor.aspx?ID=46", + "summary": "A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body.", + "ac": "4", + "dex_cap": "+1", + "armor_category": "Medium" + }, + { + "name": "Chain Shirt", + "trait": "Flexible, Noisy", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "1", + "url": "/Armor.aspx?ID=43", + "summary": "Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.", + "ac": "2", + "dex_cap": "+3", + "armor_category": "Light" + }, + { + "name": "Cold Iron Armor (High-Grade)", + "trait": "", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2798", + "summary": "The initial raw materials must include cold iron worth at least 10,000 gp + 1,000 gp per Bulk.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Cold Iron Armor (Low-Grade)", + "trait": "", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2798", + "summary": "The initial raw materials must include cold iron worth at least 70 sp + 7 sp per Bulk.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Cold Iron Armor (Standard-Grade)", + "trait": "", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2798", + "summary": "The initial raw materials must include at least 150 gp of cold iron + 15 gp per Bulk.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Command Cuirass", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "3", + "url": "/Equipment.aspx?ID=3807", + "summary": "This +1 half plate is imbued with a series of runes designed to amplify your voice on the battlefield. You are more readily able to command and motivate the troops, even over the din of battle.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Containment Contraption", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "6", + "url": "/Equipment.aspx?ID=1594", + "summary": "This heavy, mechanized brass suit is studded with pistons, gears, dials, and gauges and topped with a front-facing thick glass porthole. The suit is a suit of +1 full plate. While worn, it completely encloses you, providing protection against inhaled toxins—you gain a +1 circumstance bonus to all saving throws made against such effects. The suit isn't airtight, however, and doesn't protect against drowning if you're immersed in water or suffocation if you're placed in a vacuum—at least, not until you activate it.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Coral Armor", + "trait": "Aquadynamic", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "2", + "url": "/Armor.aspx?ID=20", + "summary": "A good option for undersea explorers and aquatic peoples alike, coral armor consists of panels of carved coral. If worn underwater, some of this coral can even be alive.", + "ac": "3", + "dex_cap": "+2", + "armor_category": "Medium" + }, + { + "name": "Crafting Leathers", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=3808", + "summary": "This simple leather armor is adorned with a series of pockets and pouches, all within easy reach. Designed for a busy crafter, each pocket or pouch contains a specific tool required for specialized crafting.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Dawnsilver Armor (High-Grade)", + "trait": "Uncommon", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2799", + "summary": "The initial raw materials must include dawnsilver worth at least 16,000 gp + 1,600 gp per Bulk.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Dawnsilver Armor (Standard-Grade)", + "trait": "Uncommon", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2799", + "summary": "The initial raw materials must include dawnsilver worth at least 200 gp + 20 gp per Bulk.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Deep Pockets", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=3809", + "summary": "This +1 leather armor has two medium-sized pockets just above the waist where you might normally place your hands if they were cold. Each pocket is covered with a leather flap that surprisingly remains closed even with dynamic movement and heavy winds. Each individual pocket functions as a type I spacious pouch.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Deep Sea Plate", + "trait": "Invested, Magical, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=3810", + "summary": "The interior of this heavy, brass +1 full plate is lined with waterproof fabric, especially covering the seams between plates. When worn, it provides a sealed environment that protects you from drowning as well as allowing you to move more freely while underwater.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Devil's Bargain", + "trait": "Invested, Magical, Uncommon, Unholy", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "L", + "url": "/Equipment.aspx?ID=1844", + "summary": "Those favored by Asmodeus can be found wearing this +1 studded leather , which is lacquered in red and black. ", + "ac": "", + "dex_cap": "" + }, + { + "name": "Djezet Armor (High-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=1411", + "summary": "Armor made of djezet alloy is easy to enchant. Transferring runes onto djezet armor from other armor waives the usual 1/10 cost to etch the rune. This benefit has no effect on the cost of the rune itself or on the cost to transfer a rune off djezet armor onto a non-djezet armor. High-grade djezet armor can be etched with an additional property rune (to a maximum of four instead of three for +3 armor).", + "ac": "", + "dex_cap": "" + }, + { + "name": "Djezet Armor (Standard-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=1411", + "summary": "Armor made of djezet alloy is easy to enchant. Transferring runes onto djezet armor from other armor waives the usual 1/10 cost to etch the rune. This benefit has no effect on the cost of the rune itself or on the cost to transfer a rune off djezet armor onto a non-djezet armor. High-grade djezet armor can be etched with an additional property rune (to a maximum of four instead of three for +3 armor).", + "ac": "", + "dex_cap": "" + }, + { + "name": "Dragon Turtle Armor", + "trait": "Abjuration, Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=3160", + "summary": "This +1 resilient full plate is crafted from the most colorful fragments chipped from scales of a dragon turtle's shell, traditionally incorporating that motif in the form of a thicker, sturdier backplate. While wearing this armor, you aren't flat-footed from creatures that flank you, and you ignore the armor's speed penalty when you Swim and its check penalty to Athletics checks to Swim.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Dragon Turtle Plate", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "3", + "url": "/Equipment.aspx?ID=1845", + "summary": "This harness of +1 resilient half plate is made from the shell plates of a dragon turtle and has the aquadynamic trait. To those who can craft with them, the dense organic plates on the dragon turtle’s body are as valuable as the creature’s hoard of gold.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Dragonhide Armor (High-Grade)", + "trait": "Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "L", + "url": "/Equipment.aspx?ID=3269", + "summary": "Dragonhide armor is immune to one damage type based on the type of dragon it's made from. Wearing armor made from dragonhide also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal the corresponding damage type.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Dragonhide Armor (Standard-Grade)", + "trait": "Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "L", + "url": "/Equipment.aspx?ID=3269", + "summary": "Dragonhide armor is immune to one damage type based on the type of dragon it's made from. Wearing armor made from dragonhide also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal the corresponding damage type.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Dragonplate", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=3271", + "summary": "This suit of +2 greater resilient dragonhide full plate makes you look like a fearsome dragon. The armor comes in many different varieties depending on the type of dragon from which it's made, though they usually conform to the four magical traditions.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Duskwood Armor (High-Grade)", + "trait": "Uncommon", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2800", + "summary": "The initial raw materials must include duskwood worth at least 16,000 gp + 1,600 gp per Bulk.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Duskwood Armor (Standard-Grade", + "trait": "Uncommon", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2800", + "summary": "The initial raw materials must include duskwood worth at least 200 gp + 20 gp per Bulk.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Eagle Wing", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=3811", + "summary": "Long black feathers cover the leather pieces of this +1 resilient leather armor. The armor gives you the ability to glide safely to earth from high above the battlefield. It also grants you a +2 item bonus to Stealth checks you attempt while in the air.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Electric Eelskin", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=2805", + "summary": "Shining, slippery eelskin covers the plates of this +1 resilient greater slick leather armor. The armor gives you the ability to breathe water and grants you a +2 item bonus to Athletics checks to Swim and Stealth checks you attempt in the water.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Elven Chain (High-Grade)", + "trait": "Uncommon", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2801", + "summary": "The initial raw materials must include dawnsilver worth at least 26,000 gp.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Elven Chain (Standard-Grade)", + "trait": "Uncommon", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2801", + "summary": "The initial raw materials must include dawnsilver worth at least 3,125 sp.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Energizing Lattice", + "trait": "Invested, Light, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=1846", + "summary": "This suit of +2 resilient fortification lattice armor has latticework of fine golden wire. After negating a critical hit with its fortification rune, the latticework glows for 1 minute, shedding bright light in a 20-foot radius (and dim light for the next 20 feet). You can Dismiss this light.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Explorer's Clothing", + "trait": "Comfort", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "L", + "url": "/Armor.aspx?ID=39", + "summary": "Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with armor potency runes.", + "ac": "0", + "dex_cap": "+5", + "armor_category": "Unarmored" + }, + { + "name": "Forgotten Shell", + "trait": "Divination, Invested, Magical, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=892", + "summary": "This +2 resilient full plate, crafted from grim plates of iron, covers the entire body except for small holes for the eyes and mouth. While wearing the armor, you gain the benefits of a nondetection spell. Additionally, creatures attempting to Recall Knowledge about a subject involving you must succeed at a DC 30 Will save. On a success, they can attempt the check normally. On a failure, they can still attempt the check, but even if they successfully Recall Knowledge, they don't remember you (although they might remember other details about the event). Creatures that fail their save can make another attempt to Recall Knowledge about you, but they must wait 24 hours to do so.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Fortress Plate", + "trait": "Bulwark, Entrench Ranged, Ponderous", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "5", + "url": "/Armor.aspx?ID=21", + "summary": " Dwarves of Dongun Hold developed fortress plate, which is still popular in Alkenstar and Dongun Hold. A trained wearer can adjust the articulated …", + "ac": "6", + "dex_cap": "+0", + "armor_category": "Heavy" + }, + { + "name": "Frost Furs", + "trait": "Cold, Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=3812", + "summary": "This fur-lined +2 greater resilient cold-resistant hide armor is favored by warriors in the Crown of the World. In addition to providing excellent protection from extreme elements, the armor also enables you to erect massive walls of ice.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Full Plate", + "trait": "Bulwark", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "4", + "url": "/Armor.aspx?ID=50", + "summary": "Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor and a pair of gauntlets.", + "ac": "6", + "dex_cap": "+0", + "armor_category": "Heavy" + }, + { + "name": "Fungal Armor", + "trait": "Invested, Magical, Rare, Transmutation", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=887", + "summary": "This +2 greater resilient studded leather is made of hardened fungus. Every day the armor grows dozens of unusual mushrooms that can be used …", + "ac": "", + "dex_cap": "" + }, + { + "name": "Ghoul Hide", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3272", + "summary": "Stitched together from pieces of ghoul skin, this suit of +1 hide armor grants you a +1 item bonus to saving throws against curses and makes you immune to the stench of ghouls. Ghoul hide with a resilient rune increases the resilient rune's item bonus to saving throws against curses by 1 (maximum +4).", + "ac": "", + "dex_cap": "" + }, + { + "name": "Gi", + "trait": "Comfort", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "L", + "url": "/Armor.aspx?ID=22", + "summary": "Also called martial arts suits or practice clothes, gi are outfits of tough cloth built for comfort and unrestricted movement—ideal for practicing martial arts. They have reinforced stitching resistant to strenuous use.", + "ac": "0", + "dex_cap": "+5", + "armor_category": "Unarmored" + }, + { + "name": "Glorious Plate", + "trait": "Evocation, Good, Light, Magical, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=520", + "summary": "This elegant full plate is embossed with heraldic imagery and never tarnishes or loses its shine. Glorious plate is +2 resilient full plate. In battle, glorious plate sheds bright light in a 10-foot radius, which enemies see as a blinding halo that obscures creatures other than the wearer. When an enemy looks at the wearer, it must attempt a DC 33 Will saving throw. The enemy is then temporarily immune for 1 minute.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Gray Maiden Plate", + "trait": "Bulwark", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "3", + "url": "/Armor.aspx?ID=15", + "summary": "These suits of faceless full plate were first designed and distributed under Queen Ileosa's rule, but today, each new suit of this infamous style of plate armor is made by a Gray Maiden herself or a new member's sponsor.", + "ac": "6", + "dex_cap": "+0", + "armor_category": "Heavy" + }, + { + "name": "Greater Hero’s Plate", + "trait": "Magical, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=3720", + "summary": "Golden images of heroic deeds decorate the black plates of this +1 resilient full plate. You gain resistance 5 to mental damage and a +1 status bonus to saves against fear.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Greater Mitigation Mail", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=3819", + "summary": "The armor is +2 resilient chain mail , and the healing is increased to 8d10+15 Hit Points.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Greater Reactive Mail", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=3821", + "summary": "The armor is +1 resilient chain mail . The damage increases to 5d8 and the DC increases to 28.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Grisantian Pelt Armor (High-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=1475", + "summary": "Grisantian pelt armor is immune to fire damage, and its Hardness is doubled against piercing or slashing damage. Wearing armor made from grisantian pelt also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal fire damage.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Grisantian Pelt Armor (Standard-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=1475", + "summary": "Grisantian pelt armor is immune to fire damage, and its Hardness is doubled against piercing or slashing damage. Wearing armor made from grisantian pelt also grants you a +1 circumstance bonus to your AC and saving throws against attacks and spells that deal fire damage.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Grisly Brigandine", + "trait": "Invested, Magical, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=3813", + "summary": "This +1 resilient studded leather armor is a gruesome amalgamation of skulls and bones from various creatures held in place with straps of …", + "ac": "", + "dex_cap": "" + }, + { + "name": "Half Plate", + "trait": "", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "3", + "url": "/Armor.aspx?ID=49", + "summary": "Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor and a pair of gauntlets.", + "ac": "5", + "dex_cap": "+1", + "armor_category": "Heavy" + }, + { + "name": "Harmonic Hauberk", + "trait": "Auditory, Focused, Illusion, Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=1380", + "summary": "Rose gold and copper rings in this +2 resilient chain shirt form a vague bird shape. The jingling links tinkle musically, almost like birdsong. While you wear the armor, effects with the auditory trait must first counteract the harmonic hauberk or they have no effect on you.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Hellknight Breastplate", + "trait": "Uncommon", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "2", + "url": "/Armor.aspx?ID=23", + "summary": "Hellknights wear a variety of armors decorated with designs specific to the order. Hellknight half plate is the armor of choice for Hellknight signifiers, and Hellknight breastplate serves those in the order who lack the training to wear heavy armor.", + "ac": "4", + "dex_cap": "+1", + "armor_category": "Medium" + }, + { + "name": "Hellknight Half Plate", + "trait": "Uncommon", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "3", + "url": "/Armor.aspx?ID=24", + "summary": "Hellknights wear a variety of armors decorated with designs specific to the order. Hellknight half plate is the armor of choice for Hellknight signifiers, and Hellknight breastplate serves those in the order who lack the training to wear heavy armor.", + "ac": "5", + "dex_cap": "+1", + "armor_category": "Heavy" + }, + { + "name": "Hellknight Plate", + "trait": "Bulwark, Uncommon", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "4", + "url": "/Armor.aspx?ID=25", + "summary": "Few armors in the Inner Sea region are as memorable as the iconic Hellknight plate. While each order has its own flourishes, Hellknight plate is instantly recognizable to any who know of the Hellknights. Hellknights go to extreme measures to punish non-Hellknights who get their hands on Hellknight plate, and the reward is not usually worth the risk, since for non-Hellknights, the armor is functionally similar to full plate.", + "ac": "6", + "dex_cap": "+0", + "armor_category": "Heavy" + }, + { + "name": "Hero’s Plate", + "trait": "Magical, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=3720", + "summary": "Golden images of heroic deeds decorate the black plates of this +1 resilient full plate. You gain resistance 5 to mental damage and a +1 status bonus to saves against fear.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Hide Armor", + "trait": "", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "2", + "url": "/Armor.aspx?ID=44", + "summary": "A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility.", + "ac": "3", + "dex_cap": "+2", + "armor_category": "Medium" + }, + { + "name": "Highhelm Stronghold Plate", + "trait": "Conjuration, Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "5", + "url": "/Equipment.aspx?ID=2567", + "summary": "This +2 resilient fortification bastion plate is made almost entirely of stone plates. It looks almost unwearable and is in fact only wearable because of numerous minor enchantments for comfort and mobility. If you have armor specialization with heavy armor, your resistance while wearing Highhelm stronghold plate applies to both slashing and piercing damage.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Hodag Leather", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=3196", + "summary": "Dyed green and white and studded with the natural spines of a hodag, this +1 deathless studded leather armor is an imposing sight, especially when its wearer is barreling towards you.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Holy Chain", + "trait": "Divine, Holy, Invested", + "item_category": "Armor", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3273", + "summary": "This suit of +2 resilient chain mail is made of fine white links of a strange and slightly translucent pale metal, and the sleeves and skirt are fashioned into smaller trails that resemble feathers. Unlike normal chain mail, holy chain has no Speed reduction, its armor check penalty is 0, and its Bulk is 1.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Immortal Bastion", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "5", + "url": "/Equipment.aspx?ID=1847", + "summary": "This impressive +3 greater resilient greater fortification bastion plate is built like an impregnable castle, with multiple layers of defense and no weak points. When you activate the armor's deflect melee trait, you gain a +2 circumstance bonus to AC against melee attacks instead of +1, and you gain 10 temporary Hit Points that last until the start of your next turn.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Impenetrable Scale", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "3", + "url": "/Equipment.aspx?ID=2806", + "summary": "Made of overlapping, lustrous black scales of standard-grade adamantine, this +2 greater resilient fortification adamantine scale mail seems to momentarily thicken at the point of impact when hit. Whenever the armor’s fortification rune successfully turns a significant foe’s critical hit into a normal hit, one of the scales on the armor turns violet. You gain resistance to physical damage equal to the number of violet scales, to a maximum of 8.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Incendiary Plate", + "trait": "Fire, Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=3814", + "summary": "This bright-red +3 greater resilient full plate is adorned with eerily beautiful, angry flames that flow and glow with your movement, making it appear as if you are engulfed in a living fire. You gain resistance 10 to fire while wearing this armor.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Inubrix Armor (High-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=1416", + "summary": "Inubrix's malleable nature means armor crafted from it is less rigid than usual, though this slightly increased mobility comes at the cost of protection. Metal armor crafted from inubrix gains the flexible armor trait; its item bonus to AC decreases by 1 but its maximum Dexterity bonus increases by 1.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Inubrix Armor (Standard-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=1416", + "summary": "Inubrix's malleable nature means armor crafted from it is less rigid than usual, though this slightly increased mobility comes at the cost of protection. Metal armor crafted from inubrix gains the flexible armor trait; its item bonus to AC decreases by 1 but its maximum Dexterity bonus increases by 1.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Invisible Chain Shirt", + "trait": "Evocation, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=1063", + "summary": "This +2 resilient invisibility chain shirt is itself invisible. Other creatures can't see it at all, allowing you to wear it surreptitiously. Additionally, the armor's invisible composition is quieter and more comfortable than a normal chain shirt. It loses the noisy trait and gains the comfort trait.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Jerkin of Liberation", + "trait": "Abjuration, Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=663", + "summary": "This +2 greater resilient studded leather is traditionally inscribed with a symbol of either Norgorber or Cayden Cailean . Its leather is …", + "ac": "", + "dex_cap": "" + }, + { + "name": "Juggernaut Plate", + "trait": "Invested, Magical, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=3815", + "summary": "When you are wearing this armor, you’re a veritable battering ram. This +3 greater resilient fortification full plate is topped with a reinforced helmet shaped like a ram’s head that enables you to smash through doors and gates.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Keep Stone Armor (High-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2570", + "summary": "Keep stone armor is nearly impossible to acquire due to the fact that most of Highhelm's keep stone reserves are intended to help complete the Torag's Shield project. Additionally, the sheer amount of keep stone required to craft a suit of keep stone armor is prohibitive. For those who can acquire a set, there are few better protections against magic. While wearing keep stone armor, the item bonus it provides to AC and saving throws increases by 1 against spells, and divination spells targeting you must succeed at a DC 5 flat check or fail.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Kilted Breastplate", + "trait": "Flexible", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "1", + "url": "/Armor.aspx?ID=51", + "summary": "This armor consists of a chest plate, typically made out of bronze or other water-resistant alloys, strapped to the body with a leather harness and featuring a skirt of leather pleats reinforced with metal studs to protect the upper legs.", + "ac": "2", + "dex_cap": "+3", + "armor_category": "Light" + }, + { + "name": "Lamellar Breastplate", + "trait": "Hindering, Laminar", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "2", + "url": "/Armor.aspx?ID=26", + "summary": "Slats of lacquered steel or other metal held together with cord, whether leather or silk, make up most lamellar breastplates. The lacquering prevents the metal from corroding.", + "ac": "4", + "dex_cap": "+1", + "armor_category": "Medium" + }, + { + "name": "Lattice Armor", + "trait": "", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "2", + "url": "/Armor.aspx?ID=54", + "summary": "Also known as “varman” in some parts of the Impossible Lands, this armor is made from fine metal cables woven into latticework patterns with plated segments to protect the head, neck, and shoulders. This armor disperses blows much like rings of chain mail but is much tighter in construction, making it quieter.", + "ac": "4", + "dex_cap": "+1", + "armor_category": "Medium" + }, + { + "name": "Leaf Weave", + "trait": "Laminar", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "1", + "url": "/Armor.aspx?ID=28", + "summary": "Specialized crafters, often elves, create leaf weave out of sturdy leaves from ancient or magically enriched trees. Such leaves, when treated properly, have the strength of leather, and other tough plant materials hold the leaves together to form the armor. Such suits are popular among those who wish to avoid materials taken from slain beasts. As a material, leaf weave has the same statistics as thin wood.", + "ac": "1", + "dex_cap": "+4", + "armor_category": "Light" + }, + { + "name": "Leather Armor", + "trait": "", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "1", + "url": "/Armor.aspx?ID=41", + "summary": "A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.", + "ac": "1", + "dex_cap": "+4", + "armor_category": "Light" + }, + { + "name": "Leather Lamellar", + "trait": "Laminar", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "1", + "url": "/Armor.aspx?ID=29", + "summary": "Leather lamellar is a composite armor made of small rectangular pieces of lacquered leather laced together with high-quality cord. It's typically worn with an undershirt.", + "ac": "1", + "dex_cap": "+4", + "armor_category": "Light" + }, + { + "name": "Leopard's Armor", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=1089", + "summary": "Made of cobalt-colored steel rings that flow down the entire length of the garment, this +1 resilient chain mail includes an armored face covering. The armor is said to be based on the same armor once worn by Azure Leopard, one of Old-Mage Jatembe's magic warriors.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Library Robes", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "L", + "url": "/Equipment.aspx?ID=1848", + "summary": "These +1 resilient scroll robes magically store a spell for you. During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' inscribed trait, but without needing to go through the normal scribing process. You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Library Robes (Greater)", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "L", + "url": "/Equipment.aspx?ID=1848", + "summary": "The armor is +2 resilient scroll robes , and the spell can be 6th level or lower.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Library Robes (Major)", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "L", + "url": "/Equipment.aspx?ID=1848", + "summary": "The armor is +2 greater resilient scroll robes , and the spell can be 8th level or lower.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Library Robes (True)", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "L", + "url": "/Equipment.aspx?ID=1848", + "summary": "The armor is +3 greater resilient scroll robes , and the spell can be 9th level or lower.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Life-Saver Mail", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "3", + "url": "/Equipment.aspx?ID=2808", + "summary": "This suit of +2 resilient fortification splint mail has a large, green gemstone inset in a prominent location. While wearing the armor, you feel at ease knowing the armor can protect you in even dire circumstances. The gemstone glows with life essence, casting green light as brightly as a torch. You can suppress or resume this light by using a single action, which has the concentrate trait.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Life-Saver Mail (Greater)", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "3", + "url": "/Equipment.aspx?ID=2808", + "summary": "The armor is +3 greater resilient greater fortification splint mail . Shielding Light casts a 9th-rank shield spell.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Lifting Leather", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=3816", + "summary": "This +1 leather armor has a metal exoskeleton that runs along your back and limbs and grants you increased strength for lifting and carrying. While wearing this armor, you can carry 2 more Bulk than normal before becoming encumbered and up to a maximum of 4 more Bulk.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Linnorm's Sankeit", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=1849", + "summary": "The first suit of +3 greater resilient antimagic sankeit made in this fashion was crafted for the Varki linnorm king Nankou, after he claimed his title by slaying a taiga linnorm. By Varki tradition, the armor was crafted using some of the slain linnorm's body to decorate the breastplate and helm, which imbued the armor with several of the linnorm's natural abilities. Though the helm is shaped like the beast's head, a linnorm's actual head would be too large for a proper helmet.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Lion's Armor", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "3", + "url": "/Equipment.aspx?ID=2807", + "summary": "Various parts of this +2 resilient half plate are forged into the shape of a lion’s head. The golden lion heads grant you a commanding presence and seem to actively growl at your enemies, granting you a +2 item bonus to Intimidation.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Lion's Armor (Greater)", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "3", + "url": "/Equipment.aspx?ID=2807", + "summary": "The armor is +3 greater resilient half plate , the item bonus is +3, and you can use Roar of the Pride once per hour instead of once per day.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Lion’s Pelt (Chain)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=3778", + "summary": "The armor is a +1 raiment chain shirt .", + "ac": "", + "dex_cap": "" + }, + { + "name": "Lion’s Pelt (Leather)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=3778", + "summary": "The armor is a +1 raiment leather armor .", + "ac": "", + "dex_cap": "" + }, + { + "name": "Locust Leather", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=3817", + "summary": "This +1 studded leather armor was specially designed for removing locusts and similar vermin that had swarmed over portions of the …", + "ac": "", + "dex_cap": "" + }, + { + "name": "Magic Armor (+1 Resilient)", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Basic Magic Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2804", + "summary": "This armor has a +1 armor potency rune (increase the item bonus to AC by 1) and a resilient rune (+1 item bonus to saves).", + "ac": "", + "dex_cap": "" + }, + { + "name": "Magic Armor (+1)", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Basic Magic Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2804", + "summary": "This armor has a +1 armor potency rune (increase the item bonus to AC by 1).", + "ac": "", + "dex_cap": "" + }, + { + "name": "Magic Armor (+2 Greater Resilient)", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Basic Magic Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2804", + "summary": "This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a greater resilient rune (+2 item bonus to saves).", + "ac": "", + "dex_cap": "" + }, + { + "name": "Magic Armor (+2 Resilient)", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Basic Magic Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2804", + "summary": "This armor has a +2 armor potency rune (increase the item bonus to AC by 2) and a resilient rune (+1 item bonus to saves).", + "ac": "", + "dex_cap": "" + }, + { + "name": "Magic Armor (+3 Greater Resilient)", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Basic Magic Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2804", + "summary": "This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a greater resilient rune (+2 item bonus to saves).", + "ac": "", + "dex_cap": "" + }, + { + "name": "Magic Armor (+3 Major Resilient)", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Basic Magic Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2804", + "summary": "This armor has a +3 armor potency rune (increase the item bonus to AC by 3) and a major resilient rune (+3 item bonus to saves).", + "ac": "", + "dex_cap": "" + }, + { + "name": "Mail of Luck", + "trait": "Divination, Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "3", + "url": "/Equipment.aspx?ID=155", + "summary": "This suit of +2 resilient splint mail has a large, green gemstone inset in a prominent location. Activating the armor causes the gemstone to …", + "ac": "", + "dex_cap": "" + }, + { + "name": "Major Mitigation Mail", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=3819", + "summary": "The armor is +2 greater resilient chain mail , and the healing is increased to 11d10+20 Hit Points.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Major Reactive Mail", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=3821", + "summary": "The armor is +2 greater resilient chain mail . The damage increases to 7d8 and the DC increases to 36.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Mamlambo Scale", + "trait": "Invested, Magical, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=3197", + "summary": "The faint glow beneath the thick, algae-green scales of this suit of +1 resilient scale mail hints at the armor’s source. ", + "ac": "", + "dex_cap": "" + }, + { + "name": "Mantis Plate", + "trait": "Invested, Magical, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=3198", + "summary": "The beautiful plates of this +2 resilient greater ready full plate armor are shaped from the carapace of a deadly mantis, providing excellent protection with added flexibility. When wearing a suit of mantis plate, you gain a +2 item bonus to your Athletics DC.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Mantis Shell", + "trait": "Adjusted Weapon Harness, Uncommon", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "1", + "url": "/Armor.aspx?ID=30", + "summary": "Construction of mantis shell armor originates with the Red Mantis assassins. Authentic mantis shell can be found in some dark markets, but wearing such armor can attract deadly attention from the armor's originators. Mantis shell comes with the weapon harness adjustment, though these special vambraces are meant to hold sawtooth sabers, and attaching anything else is an insult to the Red Mantis.", + "ac": "2", + "dex_cap": "+3", + "armor_category": "Light" + }, + { + "name": "Mariner's Splint", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=3274", + "summary": "This suit of +1 splint mail is worn by veteran sailors aboard warships who want as much protection as possible but still need to remain mobile enough to climb up rigging or swim should the need arise. The plates are arranged for maximum flexibility and the undercoat of padded armor is often no more than a cotton shrift. The armor grants you a +1 item bonus to Athletics checks to Climb or Swim and increases the distance you move when you successfully Climb or Swim by 5 feet.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Message Mail", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=3818", + "summary": "This +1 chain mail is most commonly worn by mid-level leaders in charge of squads or platoons of soldiers and was designed to enable them to relay and receive tactical information from their commanders.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Mitigation Mail", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=3819", + "summary": "This +1 resilient chain mail helps bind up your wounds when you’re injured in battle, enabling you to continue fighting.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Moonlit Chain", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=2809", + "summary": "This +1 silver chain shirt has a collar adorned with stitched images of the phases of the moon. You can see in moonlight as though you had low-light vision.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Niyaháat", + "trait": "Laminar", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "2", + "url": "/Armor.aspx?ID=55", + "summary": "Erutaki communities deep in the Crown of the World, where wood is hard to come by, fashion armor from slats and strips of bone or horn, along with whole bones or horns. Wealthier wearers sometimes pay for decorative embellishments made of more precious materials. Niyaháat is usually woven together with strong cord, forming a suit like a breastplate. This suit is worn over heavy clothing or a surcoat like padded armor. Some suits incorporate parts of powerful creatures, creating a storied history for the suit and its wearers.", + "ac": "3", + "dex_cap": "+2", + "armor_category": "Medium" + }, + { + "name": "Noqual Armor (High-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=1420", + "summary": "The mere sight of a suit of noqual armor is enough to make some opposing spellcasters withdraw from the battlefield. While wearing noqual armor, you gain a +1 circumstance bonus to AC against spell attack rolls. If you Cast a Spell while wearing noqual armor, you must succeed at a DC 5 flat check or the spell fails.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Noqual Armor (Standard-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=1420", + "summary": "The mere sight of a suit of noqual armor is enough to make some opposing spellcasters withdraw from the battlefield. While wearing noqual armor, you gain a +1 circumstance bonus to AC against spell attack rolls. If you Cast a Spell while wearing noqual armor, you must succeed at a DC 5 flat check or the spell fails.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Noxious Jerkin", + "trait": "Evocation, Magical, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "L", + "url": "/Equipment.aspx?ID=646", + "summary": "This +2 resilient padded armor is woven from many strands of gut cord strung with dried organs and preserved xulgath scent glands. When worn, it infuses your body with a ghastly and nauseating flavor.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Numerian Steel Breastplate", + "trait": "Abjuration, Invested, Magical, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=811", + "summary": "This +1 resilient breastplate is constructed from the salvaged armor plating of one of Numeria's large robots. It protects the wearer from harsh elements and common laser fire, granting the wearer fire resistance 5.", + "ac": "", + "dex_cap": "" + }, + { + "name": "O-Yoroi", + "trait": "Bulwark, Laminar", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "5", + "url": "/Armor.aspx?ID=32", + "summary": "Larger plates coupled with lamellar pieces to make up a suit of heavy lamellar. The custom-fitted and often highly decorative suit covers most of the body. Rounding out the suit are a tiered helmet and fearsome mask, often depicting a fiendish or monstrous creature.", + "ac": "6", + "dex_cap": "+0", + "armor_category": "Heavy" + }, + { + "name": "Onslaught Hide", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=3275", + "summary": "This +1 resilient hide armor is decorated with the horns of many slain beasts. It has an armor check penalty of –1 instead of –2. When you use the Sudden Charge class feat while wearing this armor, your Strike deals an additional 1d8 damage.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Orichalcum Armor (High-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2802", + "summary": "The initial raw materials must include orichalcum worth at least 27,500 gp + 2,750 gp per Bulk.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Ouroboros Buckles", + "trait": "Invested, Magical, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=1850", + "summary": "This ominous-looking +3 greater resilient greater acid-resistant buckle armor is deep red in color, favored by assassins who worship Norgorber or Asmodeus, and if unfastened, the many belts and buckles writhe like living snakes. Ouroboros buckles have the comfort trait. However, while wearing ouroboros buckles, the unfathomable concept of infinity pulls at your mind, and each time you awaken, you'd swear the armor hissed into your ear while you were asleep. The hissing suggested secret wisdom to you in Aklo, though you only ever remember it vaguely, like a fading dream.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Padded Armor", + "trait": "Comfort", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "L", + "url": "/Armor.aspx?ID=40", + "summary": "This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep magic armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.", + "ac": "1", + "dex_cap": "+3", + "armor_category": "Light" + }, + { + "name": "Parachute Mail", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=3820", + "summary": "Favored by soldiers deployed on airships, this chain mail has a built-in parachute connected to the armor itself, with an additional harness to be worn underneath. It takes 10 minutes and a successful DC 15 Crafting check to successfully repack the parachute.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Plate of Yled (Graveknight Plate)", + "trait": "Aberration, Evil, Magical, Necromancy, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=2781", + "summary": "This sinister suit of jet-black +1 full plate was designed to bolster the graveknights of Yled's undead armies, creating unstoppable legions. …", + "ac": "", + "dex_cap": "" + }, + { + "name": "Plate of Yled (Greater Graveknight Plate)", + "trait": "Aberration, Evil, Magical, Necromancy, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=2781", + "summary": "The armor is +1 resilient full plate and the DC is 24", + "ac": "", + "dex_cap": "" + }, + { + "name": "Plate of Yled (Major Graveknight Plate)", + "trait": "Aberration, Evil, Magical, Necromancy, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=2781", + "summary": "The armor is +2 resilient full plate and the DC is 28", + "ac": "", + "dex_cap": "" + }, + { + "name": "Plate of Yled (True Graveknight Plate)", + "trait": "Aberration, Evil, Magical, Necromancy, Rare", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=2781", + "summary": "The armor is +2 greater resilient full plate and the DC is 31", + "ac": "", + "dex_cap": "" + }, + { + "name": "Prismatic Plate", + "trait": "Abjuration, Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=1383", + "summary": "With its standard-grade mithral polished to a mirrorlike sheen, this +2 resilient glamered mithral breastplate features the religious symbols of the goddesses of the Prismatic Ray pantheon—Desna, Sarenrae, and Shelyn—surrounded by a rainbow-colored set of gems.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Psychic Brigandine", + "trait": "Abjuration, Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=1301", + "summary": "Transparent crystals as hard as steel take the place of metal plates on this suit of +2 greater invisibility splint mail. Also known as a coat of a thousand thoughts in Vudra and Jalmeray, where it was first developed by psychic warriors, it makes your mind an indomitable fortress. You gain resistance 5 to mental damage.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Quilted Armor", + "trait": "Comfort", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "1", + "url": "/Armor.aspx?ID=33", + "summary": "Quilted armor is built in a long coat intended for defensive use without other armor. Quilted armor protects the upper body and legs, differentiating it further from the typical padded undercoat. This armor is frequently made in stylish colors or patterns to facilitate use as protective outerwear or a military uniform.", + "ac": "2", + "dex_cap": "+2", + "armor_category": "Light" + }, + { + "name": "Rattan Armor", + "trait": "Aquadynamic", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "1", + "url": "/Armor.aspx?ID=52", + "summary": "This armor is made from rattan reeds which are bent and woven into shaped layers then treated with oil to harden them. Due to the materials and nature of its construction, rattan armor is naturally buoyant and doesn’t hinder its wearer when moving through water.", + "ac": "1", + "dex_cap": "+4", + "armor_category": "Light" + }, + { + "name": "Reactive Mail", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=3821", + "summary": "Often heavily battle scared from use, this chain mail is commonly issued to frontline soldiers who are tasked with battling through enemies to reach high-value targets across the battlefield.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Rebounding Breastplate", + "trait": "Evocation, Force, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=1070", + "summary": "This +3 greater resilient greater fortification breastplate absorbs impacts for later release. While wearing the armor, you gain resistance 5 to bludgeoning, piercing, and slashing damage and resistance 10 to force damage. Keep track of how much damage the armor prevents from enemy attacks, as the armor absorbs that damage. After 1 minute, the absorbed damage disperses harmlessly and resets to 0. Only damage caused by foes or hazards powers the armor, not damage you take from yourself, allies, or the environment.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Reef Heart", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=1851", + "summary": "This +2 resilient coral armor, often favored by allies of merfolk and aquatic elves, is made of living coral carefully harvested from the ocean depths. Legends speak of a variety of similar coral armors with distinct powers, but surface-dwellers know of reef heart as a magic armor that makes it easier for them to travel under the sea. Reef heart enables you to breathe underwater and gives you a swim Speed equal to half your land Speed.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Reef Heart (Greater)", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=1851", + "summary": "The reef heart is +2 greater resilient coral armor , the swim Speed is equal to your full land Speed, and the coral eruption is 7th level.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Rusting Carapace", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=1853", + "summary": "This +1 leather lamellar armor incorporates the plates of an ore louse’s hide, woven together with the creature’s own sinew into a functional set of armor. While wearing the rusting carapace, you gain a +1 circumstance bonus to AC and saving throws against any effect that would rust you or your items, such as the ore louse’s Strikes that have the rust ability or the rust cloud spell.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Sankeit", + "trait": "Laminar", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "1", + "url": "/Armor.aspx?ID=53", + "summary": "Sankeit is common armor among Varki in the northern Land of the Linnorm Kings, made of small wooden plates or longer slats, typically vertical, joined with sinew or cord and painted with decorations. Varki warriors traditionally wear sankeit with a fearsome wooden helm carved in the shape of a mighty creature.", + "ac": "2", + "dex_cap": "+3", + "armor_category": "Light" + }, + { + "name": "Sarkorian God-Caller Garb", + "trait": "Conjuration, Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "L", + "url": "/Equipment.aspx?ID=1375", + "summary": "Each Sarkorian god-caller garb is emblazoned with a unique sigil of a particular Sarkorian deity and adorned with symbols sacred to Sarkorian god callers, the summoners and religious leaders of Sarkoris. These +1 explorer's clothing outfits look as if they were stitched together from multiple types of animals, featuring feathers, fur, leather, and scales.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Scale Mail", + "trait": "", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "2", + "url": "/Armor.aspx?ID=45", + "summary": "Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.", + "ac": "3", + "dex_cap": "+2", + "armor_category": "Medium" + }, + { + "name": "Scarab Cuirass", + "trait": "Abjuration, Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=1243", + "summary": "The cuirass of this +1 deathless resilient leather armor , stitched to resemble an Osiriani scarab beetle, feels strangely chitinous. You gain …", + "ac": "", + "dex_cap": "" + }, + { + "name": "Scene Stealer's Tunic", + "trait": "Invested, Magical, Unique", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "L", + "url": "/Equipment.aspx?ID=3628", + "summary": "This suit of padded armor consists of a beautifully woven pleated tunic adorned with a gold pattern and narrow bands of white fur trim on a deep blue background with matching pants, all of which are meant to signal wealth and status. This +2 resilient raiment padded armor was custom designed for Alessandro Domenesso, an actor as well known for their astounding costume changes as for their roguish off-stage activities. Even without utilizing the magic of this armor, it’s elegant enough that it could easily be mistaken as fine clothing.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Scroll Robes", + "trait": "Inscribed", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "L", + "url": "/Armor.aspx?ID=35", + "summary": "Scroll robes are composed of paper alchemically treated for strength and flexibility. A layered structure prevents cutting and tearing, and for the purpose of calculating damage, the robes are considered to be cloth. The paper accepts all sorts of decoration, including magical writing, as detailed in the inscribed trait.", + "ac": "0", + "dex_cap": "+5", + "armor_category": "Unarmored" + }, + { + "name": "Shadow Shroud", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=3822", + "summary": "A dark haze seems to envelop you when you wear this dusky +1 resilient shadow leather armor, muffling your steps and concealing your movement. While wearing the armor, you can create even deeper shadows to hide within.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Siccatite Armor (High-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=1424", + "summary": "Siccatite armor must be fitted with protective undercoats for it to be safely donned, making it heavier than other types of armor; add 1 Bulk to the armor's typical weight. When wearing cold siccatite armor, you're protected from severe and extreme environmental heat, and when wearing hot siccatite armor, you're protected from severe and extreme environmental cold. An opponent that has you grabbed or restrained with its body while you're wearing standard-grade siccatite armor takes 4 energy damage at the end of its turn (either fire or cold, for hot and cold siccatite armor respectively), or 6 damage for a high-grade siccatite armor.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Siccatite Armor (Standard-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=1424", + "summary": "Siccatite armor must be fitted with protective undercoats for it to be safely donned, making it heavier than other types of armor; add 1 Bulk to the armor's typical weight. When wearing cold siccatite armor, you're protected from severe and extreme environmental heat, and when wearing hot siccatite armor, you're protected from severe and extreme environmental cold. An opponent that has you grabbed or restrained with its body while you're wearing standard-grade siccatite armor takes 4 energy damage at the end of its turn (either fire or cold, for hot and cold siccatite armor respectively), or 6 damage for a high-grade siccatite armor.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Silver Armor (High-Grade)", + "trait": "", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2803", + "summary": "The initial raw materials must include silver worth at least 10,000 gp + 1,000 gp per Bulk.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Silver Armor (Low-Grade)", + "trait": "", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2803", + "summary": "silver worth at least 70 sp + 7 sp per Bulk", + "ac": "", + "dex_cap": "" + }, + { + "name": "Silver Armor (Standard-Grade)", + "trait": "", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2803", + "summary": "The initial raw materials must include silver worth at least 150 gp + 15 gp per Bulk.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Sisterstone Armor (High-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=1721", + "summary": "Sisterstone armor incorporates stone plates. A creature wearing sisterstone armor gains the following activation to help defend an ally threatened by undead creatures.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Sisterstone Armor (Low-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=1721", + "summary": "Sisterstone armor incorporates stone plates. A creature wearing sisterstone armor gains the following activation to help defend an ally threatened by undead creatures.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Sisterstone Armor (Standard-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=1721", + "summary": "Sisterstone armor incorporates stone plates. A creature wearing sisterstone armor gains the following activation to help defend an ally threatened by undead creatures.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Slithermaw's Bane", + "trait": "Invested, Magical, Unique", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "L", + "url": "/Equipment.aspx?ID=3700", + "summary": "This suit of +2 greater resilient elven chain was worn by the elven hero Kyloss Syndar. The armor served him well, but eventually he fell in battle against the demonic hydra Slithermaw. As Kyloss slew the demonic beast, its fangs pierced his chest and mortally wounded the elf. The armor retains several ragged holes along the chest and abdomen where the hydra’s teeth damaged it.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Smoldering Armor", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=1852", + "summary": "This +1 resilient fire-resistant niyaháat is often created to mark the passage of an Erutaki warrior into adulthood, plates salvaged from the exploded remains of a firewyrm elemental, with larger pieces protecting the chest, shoulders, and head. As you fight, the armor glows red hot.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Sovereign Steel Armor (High-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=777", + "summary": "Sovereign steel armor sickens certain creatures that touch it. A creature with weakness to cold iron that critically fails an unarmed attack against a creature in sovereign steel armor becomes sickened 1, and such a creature is sickened 1 as long as it wears sovereign steel armor. The noqual in sovereign steel armor provides protection against magic, granting you a +1 circumstance bonus to AC against spell attack rolls. If you Cast a Spell while wearing sovereign steel armor, you must succeed at a DC 5 flat check or the spell fails.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Sovereign Steel Armor (Standard-Grade)", + "trait": "Rare", + "item_category": "Armor", + "item_subcategory": "Precious Material Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=777", + "summary": "Sovereign steel armor sickens certain creatures that touch it. A creature with weakness to cold iron that critically fails an unarmed attack against a creature in sovereign steel armor becomes sickened 1, and such a creature is sickened 1 as long as it wears sovereign steel armor. The noqual in sovereign steel armor provides protection against magic, granting you a +1 circumstance bonus to AC against spell attack rolls. If you Cast a Spell while wearing sovereign steel armor, you must succeed at a DC 5 flat check or the spell fails.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Spangled Rider's Suit", + "trait": "Divination, Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=591", + "summary": "This +1 resilient studded leather armor is adorned with colorful sequins that sparkle in even the faintest light. While wearing the spangled …", + "ac": "", + "dex_cap": "" + }, + { + "name": "Splint Mail", + "trait": "", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "3", + "url": "/Armor.aspx?ID=48", + "summary": "This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets.", + "ac": "5", + "dex_cap": "+1", + "armor_category": "Heavy" + }, + { + "name": "Studded Leather Armor", + "trait": "", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "1", + "url": "/Armor.aspx?ID=42", + "summary": "This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.", + "ac": "2", + "dex_cap": "+3", + "armor_category": "Light" + }, + { + "name": "Tales in Timber", + "trait": "Invested, Magical, Wood", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=2648", + "summary": "Dozens of pictorial stories—told in wood carvings, painting, or pyrography—adorn every outer surface of this +1 resilient wooden breastplate. All are old, and many truly ancient, depicting tales set eons ago on the Plane of Wood. You gain a +2 item bonus to Nature checks to Recall Knowledge. If you know the collective memories ritual, you can use Nature instead of Occultism if you're the primary caster.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Tales in Timber (Greater)", + "trait": "Invested, Magical, Wood", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=2648", + "summary": "The armor is +2 resilient wooden breastplate , and the oaken resilience is 4th rank.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Tales in Timber (Major)", + "trait": "Invested, Magical, Wood", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=2648", + "summary": "The armor is +2 greater resilient wooden breastplate , the item bonus to Nature checks is +3, and the oaken resilience is 6th rank.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Thousand-Year Dragonroot", + "trait": "Consumable, Magical, Rare, Transmutation", + "item_category": "Armor", + "item_subcategory": "Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3158", + "summary": "Dragonroots are pale, golden-rooted plants that grow throughout Tian Xia. Just as mandrake roots or ginseng roots are sometimes regarded to have almost humanoid shapes, these roots appear as if they were dragons. They're commonly used in the formulation of healing potions, but the most sought-after have grown for centuries, for they're viable for enchantment into thousand-year dragonroots.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Thunder Mail", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=3823", + "summary": "This +2 greater resilient greater electricity-resistant chain mail is adorned with two golden thunderbolts, one along each forearm. Even on a seemingly cloudless day, you can raise your arms to the heavens and draw down a bolt of lightning upon yourself, empowering your armor and blasting your enemies.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Tideplate", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=2810", + "summary": "Rippling water motifs decorate this simple suit of +1 resilient full plate. The plate has been altered for underwater use, so it's check penalty doesn't apply to Acrobatics or Athletics checks in water or similar liquids. While wearing the armor, you gain a +2 item bonus to Athletics checks to Swim, and you can breathe underwater.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Trollhound Vest", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=1854", + "summary": "This suit of +1 hide armor is sickly green and covered in thick warts and nodules, fashioned from the hide of a trollhound and imbued with some of the beast's vitality. Wearing this armor gives you a –1 circumstance penalty to all checks made using Diplomacy to interact with trolls and a +1 circumstance bonus to Diplomacy checks used to Make an Impression in communities traditionally plagued by troll attacks.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Umbral Armor", + "trait": "Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=3824", + "summary": "This dark +1 resilient shadow studded leather armor is frequently used to bypass enemy positions or quickly travel around battlefield …", + "ac": "", + "dex_cap": "" + }, + { + "name": "Unarmored", + "trait": "", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "", + "url": "/Armor.aspx?ID=38", + "summary": " Nethys Note: no description was provided for this item ", + "ac": "0", + "dex_cap": "", + "armor_category": "Unarmored" + }, + { + "name": "Unholy Plate", + "trait": "Divine, Invested, Unholy", + "item_category": "Armor", + "item_subcategory": "", + "bulk": "4", + "url": "/Equipment.aspx?ID=3276", + "summary": "Crafted from black iron, this crude suit of +2 resilient full plate is designed to make you look like a horned demon with your face peering out of the screaming maw of the beast.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Vernai Shell", + "trait": "Extradimensional, Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=3484", + "summary": "Made from the finest plates of monstrous insect chitin, this +2 greater resilient mantis shell offers superior protection from Mediogalti's hot weather while also allowing the wearer to blend into almost any situation and strike with hidden blades. While wearing this armor, you are protected from extreme heat and severe heat effects. Vernai shell armor includes two extradimensional spaces built into each of the armor's gloves, granting the wearer two places to store items. Each glove can hold one item of 1 Bulk or less. While an item is stored in one of the two gloves, there is nothing to indicate that an item is being held inside it.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Victory Plate", + "trait": "Abjuration, Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=752", + "summary": "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.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Victory Plate (Greater)", + "trait": "Abjuration, Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "4", + "url": "/Equipment.aspx?ID=752", + "summary": "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.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Warleader's Bulwark", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3277", + "summary": "This +1 resilient breastplateis made from shining bronze overlaid with reinforcing golden panels emblazoned with images of loyal soldiers. Wearing this breastplate grants you a commanding aura. You gain a +2 item bonus to Diplomacy checks, but you take a –2 item penalty to Stealth checks to Hide and Sneak and Deception checks to Impersonate.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Warleader's Bulwark (Greater)", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3277", + "summary": "The armor is a +2 greater resilient breastplate . The item bonus and penalty increase to +3 and –3, respectively.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Wasp Guard", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "1", + "url": "/Equipment.aspx?ID=1855", + "summary": " Druids and Calistria's faithful alike value this vindictive armor for its ability to turn away pests and exact revenge on foes in a manner that …", + "ac": "", + "dex_cap": "" + }, + { + "name": "Wilderness Weave", + "trait": "Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "L", + "url": "/Equipment.aspx?ID=3825", + "summary": "This padded armor is favored by trackers and foragers who frequent uninhabited forests and brush lands. The armor enables you to communicate with wildlife and other animals.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Wisp Chain", + "trait": "Air, Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2587", + "summary": "This +1 resilient chain shirt is made of small, interlocking currents of wind carefully woven together. While the links of air don't jingle against each other like chain links might, the tiny cyclones nevertheless create a blustering howl akin to standing at the center of a storm. A creature that ends its turn adjacent to you must attempt a DC 23 Fortitude save. On a failure, it becomes deafened until it moves away from you.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Wisp Chain (Greater)", + "trait": "Air, Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2587", + "summary": "The armor is a +2 resilient chain shirt , the DC for deafening creatures is 27, the damage increases to 9d6, and the DC of the activation is 29.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Wisp Chain (Major)", + "trait": "Air, Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2587", + "summary": "This +1 resilient chain shirt is made of small, interlocking currents of wind carefully woven together. While the links of air don't jingle against each other like chain links might, the tiny cyclones nevertheless create a blustering howl akin to standing at the center of a storm. A creature that ends its turn adjacent to you must attempt a DC 23 Fortitude save. On a failure, it becomes deafened until it moves away from you.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Wisp Chain (True)", + "trait": "Air, Invested, Magical", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "", + "url": "/Equipment.aspx?ID=2587", + "summary": "This +1 resilient chain shirt is made of small, interlocking currents of wind carefully woven together. While the links of air don't jingle against each other like chain links might, the tiny cyclones nevertheless create a blustering howl akin to standing at the center of a storm. A creature that ends its turn adjacent to you must attempt a DC 23 Fortitude save. On a failure, it becomes deafened until it moves away from you.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Wolfjaw Armor", + "trait": "Invested, Primal", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=1856", + "summary": "Barbarians, druids and other outlanders are often forced to spend the harsh winter months protecting their communities from one of the deadliest predators to stalk the forests and taiga of the northern reaches, the fearsome witchwargs. This +1 hide armor is assembled from the hide and fur of a trio of witchwargs, and it conveys on the wearer both an attack akin to the witchwargs' deadly jaws and the ability to channel the frigid cold of the witchwargs's Winter Breath.", + "ac": "", + "dex_cap": "" + }, + { + "name": "Wooden Breastplate", + "trait": "", + "item_category": "Armor", + "item_subcategory": "Base Armor", + "bulk": "2", + "url": "/Armor.aspx?ID=36", + "summary": "A suit of carved and tempered wood, a wooden breastplate resembles a metal breastplate in shape and function. Such suits can be carved from large pieces of wood, but they most often come from wood coaxed magically from special trees, whether by druids, elves, fey, or plant creatures such as arboreals or leshys.", + "ac": "3", + "dex_cap": "+2", + "armor_category": "Medium" + }, + { + "name": "Zeto Geki Hide Armor", + "trait": "Earth, Invested, Magical, Uncommon", + "item_category": "Armor", + "item_subcategory": "Specific Magic Armor", + "bulk": "2", + "url": "/Equipment.aspx?ID=3667", + "summary": "This +1 fire-resistant hide armor is adorned with the shale-like scales of the zetogeki, a giant reptile that dwells near sites of volcanic activity. Like the armor’s namesake, you can adjust the scales to better absorb kinetic energy at the cost of some mobility.", + "ac": "", + "dex_cap": "" + } +] \ No newline at end of file diff --git a/server/prisma/data/equipment.json b/server/prisma/data/equipment.json new file mode 100644 index 0000000..20d52aa --- /dev/null +++ b/server/prisma/data/equipment.json @@ -0,0 +1,44780 @@ +[ + { + "name": "10th-rank Scroll", + "trait": "Consumable, Magical, Scroll", + "item_category": "Consumables", + "item_subcategory": "Scrolls", + "bulk": "L", + "url": "/Equipment.aspx?ID=2962", + "summary": "This roll of paper or parchment contains a single spell.", + "activation": "Cast A Spell" + }, + { + "name": "1st-rank Scroll", + "trait": "Consumable, Magical, Scroll", + "item_category": "Consumables", + "item_subcategory": "Scrolls", + "bulk": "L", + "url": "/Equipment.aspx?ID=2962", + "summary": "This roll of paper or parchment contains a single spell.", + "activation": "Cast A Spell" + }, + { + "name": "2nd-rank Scroll", + "trait": "Consumable, Magical, Scroll", + "item_category": "Consumables", + "item_subcategory": "Scrolls", + "bulk": "L", + "url": "/Equipment.aspx?ID=2962", + "summary": "This roll of paper or parchment contains a single spell.", + "activation": "Cast A Spell" + }, + { + "name": "3rd-rank Scroll", + "trait": "Consumable, Magical, Scroll", + "item_category": "Consumables", + "item_subcategory": "Scrolls", + "bulk": "L", + "url": "/Equipment.aspx?ID=2962", + "summary": "This roll of paper or parchment contains a single spell.", + "activation": "Cast A Spell" + }, + { + "name": "4th-rank Scroll", + "trait": "Consumable, Magical, Scroll", + "item_category": "Consumables", + "item_subcategory": "Scrolls", + "bulk": "L", + "url": "/Equipment.aspx?ID=2962", + "summary": "This roll of paper or parchment contains a single spell.", + "activation": "Cast A Spell" + }, + { + "name": "5th-rank Scroll", + "trait": "Consumable, Magical, Scroll", + "item_category": "Consumables", + "item_subcategory": "Scrolls", + "bulk": "L", + "url": "/Equipment.aspx?ID=2962", + "summary": "This roll of paper or parchment contains a single spell.", + "activation": "Cast A Spell" + }, + { + "name": "6th-rank Scroll", + "trait": "Consumable, Magical, Scroll", + "item_category": "Consumables", + "item_subcategory": "Scrolls", + "bulk": "L", + "url": "/Equipment.aspx?ID=2962", + "summary": "This roll of paper or parchment contains a single spell.", + "activation": "Cast A Spell" + }, + { + "name": "7th-rank Scroll", + "trait": "Consumable, Magical, Scroll", + "item_category": "Consumables", + "item_subcategory": "Scrolls", + "bulk": "L", + "url": "/Equipment.aspx?ID=2962", + "summary": "This roll of paper or parchment contains a single spell.", + "activation": "Cast A Spell" + }, + { + "name": "8th-rank Scroll", + "trait": "Consumable, Magical, Scroll", + "item_category": "Consumables", + "item_subcategory": "Scrolls", + "bulk": "L", + "url": "/Equipment.aspx?ID=2962", + "summary": "This roll of paper or parchment contains a single spell.", + "activation": "Cast A Spell" + }, + { + "name": "9th-rank Scroll", + "trait": "Consumable, Magical, Scroll", + "item_category": "Consumables", + "item_subcategory": "Scrolls", + "bulk": "L", + "url": "/Equipment.aspx?ID=2962", + "summary": "This roll of paper or parchment contains a single spell.", + "activation": "Cast A Spell" + }, + { + "name": "Abadar's Flawless Scale", + "trait": "Divination, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=562", + "summary": "This immaculate golden set of merchant’s scales is considered a divine instrument among Abadar’s most faithful. Unlike most scales, this one has only a single dish for placing small objects, and calculates value rather than weight. On the other side of the fulcrum, a steel arrow indicator points to various numbers engraved on the side of the scale. By placing an object of light Bulk onto the dish, you can determine its value in gold pieces in the market in which the scale was made (most of these scales are made in Katapesh or Absalom), based on its material composition and artisanship. For example, after placing a gemstone on the dish, the scale will indicate the fairest (average, in most cases) price you can expect to fetch in the market to which the scale is calibrated, but the scale wouldn’t detect the gemstone’s historical significance or any magical properties. Abadar’s flawless scale can be calibrated to a different market by performing a 1-hour ritual in the proximity of that market." + }, + { + "name": "Abidance Blinders", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Companion Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=3953", + "summary": "While many skilled cavalry units have their own beloved mounts, troops often need to make do with whatever animals are available for mounted combat. These blinders, made of dark brown leather, nearly cover an animal’s eyes and prevent it from seeing the dangers around them. It takes 1 minute to affix the blinders on an animal, whose attitude toward you must be indifferent or better. These blinders can be used only on a domesticated animal that doesn’t have combat training or the minion trait. Animals with these blinders on do not suffer from the frightened condition due to being in combat, nor do they automatically flee combat, as would be normal for an animal without combat training. Unless mounted by a rider with the paired headband, which is braided from the same dark brown leather, the animal’s speed is reduced to 10 feet.", + "activation": "It Can’t Hurt You [reaction] (concentrate); Frequency once per day; Trigger An animal within 30 feet wearing the paired blinders attempts a saving throw against a fear effect but hasn’t rolled yet; Effect You grant a +1 status bonus to its saving throw against the triggering effect." + }, + { + "name": "Ablative Armor Plating (Greater)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1102", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book" + }, + { + "name": "Ablative Armor Plating (Lesser)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1102", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book" + }, + { + "name": "Ablative Armor Plating (Major)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1102", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book" + }, + { + "name": "Ablative Armor Plating (Moderate)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1102", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book" + }, + { + "name": "Ablative Armor Plating (True)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1102", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book" + }, + { + "name": "Ablative Shield Plating (Greater)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1103", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book" + }, + { + "name": "Ablative Shield Plating (Lesser)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1103", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book" + }, + { + "name": "Ablative Shield Plating (Major)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1103", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book" + }, + { + "name": "Ablative Shield Plating (Moderate)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1103", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book" + }, + { + "name": "Ablative Shield Plating (True)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1103", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book" + }, + { + "name": "Aboutface Figurehead", + "trait": "Figurehead, Magical, Water", + "item_category": "Figurehead", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2623", + "summary": "This otherwise plain-looking figurehead has the concerned expression of someone afraid they're being chased. If the vessel the figurehead is attached to has the sluggish vehicle ability, the figurehead suppresses that ability. Captains frequently give the ability to activate an aboutface figurehead to the person at the helm of their ship.", + "activation": "About Face! [one-action] (concentrate, move); Frequency once per day; Effect The figurehead turns its head as if to look behind it, spawning a momentary whirlpool under the ship and turbulent winds directly opposite the ship's heading. The ship makes a 180-degree turn in place, then continues heading in this new direction starting next turn." + }, + { + "name": "Absolute Solvent (Greater)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3351", + "summary": "Originally formulated as a means of dissolving everlasting adhesive, this powerful solvent can break almost any adhesive's grip. As absolute solvent is particularly effective against everlasting adhesive, it automatically dissolves everlasting adhesive. It attempts to counteract any other adhesives, such as glue bombs, with a counteract modifier depending on the type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Absolute Solvent (Lesser)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3351", + "summary": "Originally formulated as a means of dissolving everlasting adhesive, this powerful solvent can break almost any adhesive's grip. As absolute solvent is particularly effective against everlasting adhesive, it automatically dissolves everlasting adhesive. It attempts to counteract any other adhesives, such as glue bombs, with a counteract modifier depending on the type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Absolute Solvent (Moderate)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3351", + "summary": "Originally formulated as a means of dissolving everlasting adhesive, this powerful solvent can break almost any adhesive's grip. As absolute solvent is particularly effective against everlasting adhesive, it automatically dissolves everlasting adhesive. It attempts to counteract any other adhesives, such as glue bombs, with a counteract modifier depending on the type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Abysium Chunk", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1405", + "summary": "A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is sickened 1 for a standard-grade object of light Bulk, sickened 2 for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or sickened 3 for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are poison effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius." + }, + { + "name": "Abysium Ingot", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1405", + "summary": "A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is sickened 1 for a standard-grade object of light Bulk, sickened 2 for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or sickened 3 for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are poison effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius." + }, + { + "name": "Abysium Object (High-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1405", + "summary": "A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is sickened 1 for a standard-grade object of light Bulk, sickened 2 for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or sickened 3 for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are poison effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius." + }, + { + "name": "Abysium Object (Standard-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1405", + "summary": "A blue-green metal with an eerie green luminescence, abysium radiates power that's inimical to life. Careless exposure to the material can lead to long-term damage to the immune system; as such, mining abysium is hazardous, as large quantities of the metal in an area cause all nearby creatures to become sick. A creature carrying an abysium object is sickened 1 for a standard-grade object of light Bulk, sickened 2 for a standard-grade object of 1 Bulk or more or a high-grade object of light Bulk, or sickened 3 for a high-grade object of 1 Bulk or more. This and all other sickening effects of abysium are poison effects. Crafters can use 1 abysium chunk to create up to 6 doses of poisonous abysium powder. Unscrupulous smiths have harnessed abysium's toxic properties to create noxious weapons and deadly substances. All objects crafted from abysium shed dim light in a 10-foot radius." + }, + { + "name": "Abysium Powder", + "trait": "Alchemical, Consumable, Contact, Poison, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1407", + "summary": "This faintly glowing powder rapidly induces the symptoms of abysium poisoning. Saving Throw DC 27 Fortitude; Onset 1 minute; Maximum Duration …", + "activation": "two-actions] Interact" + }, + { + "name": "Accolade Robe", + "trait": "Arcane, Focused, Invested", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3054", + "summary": "Although not all wizards have gone through formal training, it's become tradition to enchant robes representing the arduous training required and festoon them with honors one has earned. Typically, an accolade robe is styled after a single wizard school, with appropriate colors and symbols. Wearing these robes grants a +2 item bonus to Arcana checks.", + "activation": "Extra Credit [free-action] (concentrate); Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a school spell. If you don't spend this Focus Point by the end of this turn, it is lost." + }, + { + "name": "Accolade Robe (Greater)", + "trait": "Arcane, Focused, Invested", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3054", + "summary": "Although not all wizards have gone through formal training, it's become tradition to enchant robes representing the arduous training required and festoon them with honors one has earned. Typically, an accolade robe is styled after a single wizard school, with appropriate colors and symbols. Wearing these robes grants a +2 item bonus to Arcana checks.", + "activation": "Extra Credit [free-action] (concentrate); Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a school spell. If you don't spend this Focus Point by the end of this turn, it is lost." + }, + { + "name": "Accompaniment Cloak", + "trait": "Focused, Invested, Occult", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2318", + "summary": "This lush velvet capelet is embroidered with images of musicians playing a wide variety of instruments. The images animate when you make art, remaining embroidered, but smoothly unknitting and reknitting in time with your performance. The figures play music that perfectly accompanies your instrument, voice, or movements, granting you a +2 item bonus to Performance checks.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect You peel the musicians from the garment and fling them around you. The cloak casts a 4th-rank phantom crowd spell (DC 28); each of the 10-foot squares must be adjacent to you. The crowd looks like the musicians on the garment and continues to accompany your Performance checks. You can Sustain this effect as described in the spell." + }, + { + "name": "Accursed Staff", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2244", + "summary": "Iron strips line the body of an accursed staff, capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff, you're empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell's level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Accursed Staff (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2244", + "summary": "Iron strips line the body of an accursed staff, capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff, you're empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell's level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Accursed Staff (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2244", + "summary": "Iron strips line the body of an accursed staff, capping the bottom and folding into an intricate knot at the top. While wielding an accursed staff, you're empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell's level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Achaekek's Kiss", + "trait": "Alchemical, Consumable, Injury, Poison, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1988", + "summary": "Kept as a closely guarded secret by the deadly members of the Red Mantis assassins, this poison is treated with reverence for its ability to end lives. If the victim dies while affected by this poison, its body decomposes to nothing in 1 minute, leaving only its gear behind. Non-magical preservation can’t protect the tainted corpse. Peaceful rest works on the poisoned body only if cast as a 5th-rank spell and the caster succeeds at a counteract check against the poison’s saving throw DC when casting the spell. Even if cast successfully, peaceful rest only works as if it had been cast at 2nd rank.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Acid Flask (Greater)", + "trait": "Acid, Alchemical, Bomb, Consumable, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3286", + "summary": "This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage, and the listed acid splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent acid damage and 3 acid splash damage." + }, + { + "name": "Acid Flask (Lesser)", + "trait": "Acid, Alchemical, Bomb, Consumable, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3286", + "summary": "This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage, and the listed acid splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d6 persistent acid damage and 1 acid splash damage." + }, + { + "name": "Acid Flask (Major)", + "trait": "Acid, Alchemical, Bomb, Consumable, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3286", + "summary": "This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage, and the listed acid splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d6 persistent acid damage and 4 acid splash damage." + }, + { + "name": "Acid Flask (Moderate)", + "trait": "Acid, Alchemical, Bomb, Consumable, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3286", + "summary": "This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage, and the listed acid splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent acid damage and 2 acid splash damage." + }, + { + "name": "Acid Spitter", + "trait": "Acid, Clockwork, Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1121", + "summary": "This tin clockwork lizard is activated when a creature moves adjacent to it, at which point it spits out a glob of acid. The target must succeed at a DC 20 Reflex saving throw or take 3d6 acid damage." + }, + { + "name": "Adamantine Chunk", + "trait": "Precious, Uncommon", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2915", + "summary": "Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge." + }, + { + "name": "Adamantine Echo", + "trait": "Abjuration, Earth, Invested, Magical, Relic, Unique", + "item_category": "Relics", + "item_subcategory": "Relic Seeds", + "bulk": "L", + "url": "/Equipment.aspx?ID=2659", + "summary": "Made from glossy, nearly black adamantine, this large fragment of a plate armor vambrace provides little protection on its own. However, when incorporated into an intact suit of armor, it functions as a +1 armor potency rune." + }, + { + "name": "Adamantine Ingot", + "trait": "Precious, Uncommon", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2915", + "summary": "Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge." + }, + { + "name": "Adamantine Object (High-Grade)", + "trait": "Precious, Uncommon", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2915", + "summary": "Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge." + }, + { + "name": "Adamantine Object (Standard-Grade)", + "trait": "Precious, Uncommon", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2915", + "summary": "Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge." + }, + { + "name": "Adamantine Transmuting Ingot", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3897", + "summary": "A miniature ingot of metal hangs upon a leather cord, with deep weapon grooves on its surface. A weapon it’s applied to counts as a particular precious material for physical damage it deals for 1 minute, depending on its type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Adaptable Paddleboat", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=19", + "summary": "This amphibious clockwork boat moves through the water using clockwork waterwheels to keep a slow, consistent pace. When necessary, the boat uses ingenious clockwork to reposition the waterwheels and transform them into wheels suitable for land." + }, + { + "name": "Adaptive Cogwheel", + "trait": "Consumable, Magical, Talisman, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1225", + "summary": "This tiny copper gear is attached to the side of a firearm with a matching bolt or pin. When you activate it, the affixed weapon magically transfigures itself into the form of any simple or martial firearm to which you have access, harmlessly ejecting any contained ammunition in the process. Any runes or attached items present on the affixed weapon remain active unless incompatible with its new form, in which case they're suppressed for the duration of the transformation. The effect lasts until the beginning of your next turn.", + "activation": "free-action] envision; Requirements You're wielding the affixed firearm." + }, + { + "name": "Addiction Suppressant (Greater)", + "trait": "Alchemical, Consumable, Elixir, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=774", + "summary": "When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant.", + "activation": "one-action] Interact" + }, + { + "name": "Addiction Suppressant (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=774", + "summary": "When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant.", + "activation": "one-action] Interact" + }, + { + "name": "Addiction Suppressant (Major)", + "trait": "Alchemical, Consumable, Elixir, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=774", + "summary": "When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant.", + "activation": "one-action] Interact" + }, + { + "name": "Addiction Suppressant (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=774", + "summary": "When you use a dose of addiction suppressant, it suppresses the effects of that addiction for 1 day, as if you had taken an actual dose of the drug, but without any of the drug's effects, and it doesn't increase the addiction DC. You also gain an item bonus against the ongoing save against the drug's addiction depending on the type of addiction suppressant.", + "activation": "one-action] Interact" + }, + { + "name": "Addlebrain", + "trait": "Alchemical, Consumable, Inhaled, Poison, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=504", + "summary": "Certain Scarlet Triad poisoners use toxins like addlebrain to keep captured prisoners docile and compliant for short periods of time until they can be properly shackled and imprisoned. Addlebrain is distilled from a hallucinogenic lichen that can often be found growing in the sewers below particularly large cities like Katapesh.", + "activation": "one-action] Interact" + }, + { + "name": "Admiral's Bicore", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3954", + "summary": "This ostentatious hat is trimmed with gold thread and tiny jewels, all proclaiming your position of authority on the high seas. While wearing the bicorne, you gain a +2 item bonus to Intimidation and Sailing Lore checks.", + "activation": "Fight On [reaction] (concentrate); Frequency once per day; Trigger You take damage from an enemy’s Strike or spell attack roll; Effect Despite your wounds, your troops are inspired to fight on. For 1 minute, all allies in a 30-foot emanation gain a +2 status bonus to saving throws against fear effects." + }, + { + "name": "Admirer's Bouquet", + "trait": "Abjuration, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1758", + "summary": "An admirer's bouquet appears to be a colorful silken handkerchief that exudes a pleasant floral scent until it's picked up, at which point a dozen vibrantly colored long-stemmed flowers appear in the carrier's hand, the stems wrapped in the silk.", + "activation": "reaction] Interact; Frequency once per hour; Trigger an ally with a free hand ends their turn adjacent to you; Effect You hand the admirer's bouquet to the triggering ally. If they accept the bouquet, they gain a +1 item bonus to saves against emotion and mental effects as long as they continue to carry the admirer's bouquet. If they're currently suffering from a debilitating emotion or mental effect as the result of a saving throw made during the previous turn, they can immediately attempt a new saving throw against that effect upon being given the bouquet; if they do so, they gain the admirer's bouquet's +1 item bonus to this saving throw. An admirer's bouquet can allow for a new saving throw in this way only once per day." + }, + { + "name": "Admonishing Band", + "trait": "Consumable, Enchantment, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1226", + "summary": "This wide strip of treated lizard hide is wrapped around the grip or stock of the affixed weapon, augmenting the unease that your gunshot creates. When you activate it, you fire your gun into the air with the effects of Warning Shot. If you already have the Warning Shot feat, the target doesn't become temporarily immune to your Demoralize, potentially allowing you to Demoralize them again.", + "activation": "one-action] envision; Requirements You're trained in Intimidation." + }, + { + "name": "Advancing", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1827", + "summary": "This rune charges up as you defeat your foes, driving you forward across the battlefield with every victory.", + "activation": "free-action] (concentrate); Requirements Your last action or activity reduced an enemy to 0 Hit Points; Effect You Stride up to 15 feet. This movement doesn't trigger reactions. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type." + }, + { + "name": "Advancing (Greater)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1827", + "summary": "This rune charges up as you defeat your foes, driving you forward across the battlefield with every victory.", + "activation": "free-action] (concentrate); Requirements Your last action or activity reduced an enemy to 0 Hit Points; Effect You Stride up to 15 feet. This movement doesn't trigger reactions. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type." + }, + { + "name": "Adventurer's Pack", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2700", + "summary": "This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary." + }, + { + "name": "Aeon Stone (Amber Sphere)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Black Disc)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Agate Ellipsoid)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Amplifying)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3055", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Azure Briolette)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Black Pearl)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Clear Quartz Octagon)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Consumed)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3055", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Crescent)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3055", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Cymophane Cabochon)", + "trait": "Earth, Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Delaying)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3055", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Dusty Rose Prism)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Envisioning)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3055", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Flickering)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3055", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Formulating)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3055", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Lavender and Green Ellipsoid)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Mottled Ellipsoid)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Nourishing)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3055", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Olivine Pendeloque)", + "trait": "Earth, Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Pale Lavender Ellipsoid)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Pale Orange Rhomboid)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Pearlescent Pyramid)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Pearly White Spindle)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Peering)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3055", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Pink Rhomboid)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Polished Pebble)", + "trait": "Earth, Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Preserving)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3055", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Rainbow Prism)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Repairing)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3055", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Smoothing)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3055", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Sprouting)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3055", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Vital amplification)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3055", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aeon Stone (Western Star)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=407", + "summary": "Over millennia, these mysterious, intricately cut gemstones have been hoarded by mystics and fanatics hoping to discover their secrets. Despite their myriad forms and functions, these stones are purportedly all fragments of crystal tools used by otherworldly entities to construct the universe in primeval times.", + "activation": "two-actions] envision; Frequency once per day; Effect The stone casts a 7th-level mask of terror on you (DC 34 Will), causing your appearance to burst with a profusion of shocking vigor: your mouth fills with large and bright teeth, your hair animates in grasping tresses, your face flushes with bright blood that seeps from your skin, or similar. The image is unique to each observer, but you remain recognizably yourself regardless of the illusion's form." + }, + { + "name": "Aerial Cloak", + "trait": "Air, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2575", + "summary": "This blue cloak is surprisingly light for its length and seems to catch wind bursts in its tail, flying out behind the wearer while cushioning falls and easing jumps. The sides of the cloak are slightly weighted, making it easy to grab ahold of when it fills with air. This cloak grants you a +1 item bonus to Athletics checks to Leap and a +1 item bonus to Acrobatics checks to Balance or Maneuver in Flight.", + "activation": "Fall Gently [reaction] (concentrate, air); Frequency once per day; Trigger You're falling; Effect The cloak catches the air and you grab onto its edges, utilizing the draft to guide you to safety. Treat your fall as 30 feet shorter and glide to a space of your choice at the bottom of your fall, which must be within 20 feet of where you would've landed." + }, + { + "name": "Aether Appendage", + "trait": "Incorporeal, Magical, Uncommon", + "item_category": "Assistive Items", + "item_subcategory": "Prostheses", + "bulk": "L", + "url": "/Equipment.aspx?ID=2160", + "summary": "This otherworldly prosthetic arm is the product of psychopomp magic. An aether appendage is incorporeal so long as no item is being held in the hand or worn on the arm.", + "activation": "one-action] (concentrate, manipulate); Frequency once per day; Requirements You're holding a non-magical item of light or negligible Bulk; Effect The item becomes incorporeal for 1 minute. Your aether appendage can use the incorporeal item normally." + }, + { + "name": "Aether Marble (Greater)", + "trait": "Bomb, Consumable, Force, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2416", + "summary": "Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force damage and force splash damage. Many aether marbles grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d6 force damage and 4 force splash damage." + }, + { + "name": "Aether Marble (Lesser)", + "trait": "Bomb, Consumable, Force, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2416", + "summary": "Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force damage and force splash damage. Many aether marbles grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d6 force damage and 2 force splash damage." + }, + { + "name": "Aether Marble (Moderate)", + "trait": "Bomb, Consumable, Force, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2416", + "summary": "Aether marbles create violent, lingering eddies of force that extend partially into unseen planes. When the bomb explodes, it deals the listed force damage and force splash damage. Many aether marbles grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d6 force damage and 3 force splash damage." + }, + { + "name": "Affinity Stones", + "trait": "Artifact, Invested, Magical, Rare, Transmutation", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2573", + "summary": "Dwarven tales state that the first set of these stones was created by a dwarven lapidary for his elven sweetheart. The gem he chose was amber—to show his clan that a union between stone and leaf was possible. His family remained hesitant, despite the unmistakable love that the men shared. The tales then say that it was Folgrit who grew impatient and transformed the stones as a sign of her approval." + }, + { + "name": "Affliction Suppressant (Greater)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1956", + "summary": "First created using the same principles as the antiplague and antivenom elixirs, an affliction suppressant is a broadly useful medicine, but sacrifices potency. It applies to a wide variety of afflictions, but lasts a much shorter time. Upon drinking an affliction suppressant, you gain an item bonus to all saves against afflictions for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Affliction Suppressant (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1956", + "summary": "First created using the same principles as the antiplague and antivenom elixirs, an affliction suppressant is a broadly useful medicine, but sacrifices potency. It applies to a wide variety of afflictions, but lasts a much shorter time. Upon drinking an affliction suppressant, you gain an item bonus to all saves against afflictions for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Affliction Suppressant (Major)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1956", + "summary": "First created using the same principles as the antiplague and antivenom elixirs, an affliction suppressant is a broadly useful medicine, but sacrifices potency. It applies to a wide variety of afflictions, but lasts a much shorter time. Upon drinking an affliction suppressant, you gain an item bonus to all saves against afflictions for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Affliction Suppressant (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1956", + "summary": "First created using the same principles as the antiplague and antivenom elixirs, an affliction suppressant is a broadly useful medicine, but sacrifices potency. It applies to a wide variety of afflictions, but lasts a much shorter time. Upon drinking an affliction suppressant, you gain an item bonus to all saves against afflictions for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Aim-Aiding", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1828", + "summary": "Armor etched with this rune aids in routing ranged attacks aimed at an enemy around you. You don't provide enemies cover against your allies' ranged attacks." + }, + { + "name": "Air Bladder", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L 1 if inflated", + "url": "/Equipment.aspx?ID=1394", + "summary": "This weighted animal bladder can be inflated with air in preparation for a dive. It holds enough air to breathe for one round. As a free action, you can inhale the contents of the air bladder, which resets the number of rounds you can hold your breath (see the rules for drowning and suffocating). You can inflate the bladder or remove its attached weight as an Interact action. An unattached inflated bladder without the weight will float toward the surface of the water at a rate of 60 feet per round." + }, + { + "name": "Air Cartridge Firing System", + "trait": "Uncommon", + "item_category": "Customizations", + "item_subcategory": "Firing Mechanisms", + "bulk": "", + "url": "/Equipment.aspx?ID=1220", + "summary": "PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Weapons that install an air cartridge firing system and that have the kickback trait retain the trait and the associated drawbacks." + }, + { + "name": "Air Cycle", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=88", + "summary": "This clockwork vehicle consists of a small wheeled platform under a pair of wings made with a light wooden frame covered by sturdy cloth. An air cycle must be launched from a high altitude, similar to a glider. Once airborne, however, the air cycle can be kept aloft and controlled using a system of pedals and steering handles to control its speed and direction. If you stop pedaling the air cycle, it functions as a glider." + }, + { + "name": "Airship", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=57", + "summary": "Space 90 feet long, 30 feet wide, 60 feet high" + }, + { + "name": "Alacritous Horseshoes", + "trait": "Companion, Invested, Primal", + "item_category": "Worn Items", + "item_subcategory": "Companion Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=3013", + "summary": "When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests them, that creature gains a +5-foot item bonus to its land Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when it Leaps, it can move 5 feet farther if jumping horizontally or 3 feet higher if jumping vertically." + }, + { + "name": "Alacritous Horseshoes (Greater)", + "trait": "Companion, Invested, Primal", + "item_category": "Worn Items", + "item_subcategory": "Companion Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=3013", + "summary": "When you affix these simple iron horseshoes to the hooves of an ordinary horse or a quadrupedal animal companion and the animal companion invests them, that creature gains a +5-foot item bonus to its land Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when it Leaps, it can move 5 feet farther if jumping horizontally or 3 feet higher if jumping vertically." + }, + { + "name": "Alarm Snare", + "trait": "Auditory, Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3363", + "summary": "You create an alarm snare by rigging one or more noisy objects to a trip wire or pressure plate. When you create an alarm snare, you designate a range between 100 to 500 feet at which it can be heard. When a Small or larger creature enters the square, the snare makes a noise loud enough that it can be heard by all creatures in the range you designated." + }, + { + "name": "Alchemical Atomizer", + "trait": "Alchemical, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "L", + "url": "/Equipment.aspx?ID=779", + "summary": "Khismar developed this unique atomizer that allows for the distribution of elixirs, oils, and potions as a fine spray or mist. The atomizer can hold a single elixir, oil, or potion. An atomizer contains enough reagents to use it up to 10 times before the reagents must be replaced. A new batch of reagents costs 5 gp and requires an Interact action to replace.", + "activation": "two-actions] Interact; Effect You cause the atomizer to mix its reagents and fire its held consumable at a square within 30 feet. The consumable forms a cloud that fills the space. The first willing valid target to enter the space automatically gains the effect of the consumable. If there are multiple valid targets, such as with multiple weapons for aligned oil, the creature entering the space determines how the effect is applied. The cloud is consumed upon contact with a willing valid target or at the start of your next turn, whichever comes first." + }, + { + "name": "Alchemical Chart (Greater)", + "trait": "Alchemical", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "L", + "url": "/Equipment.aspx?ID=1970", + "summary": "This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using Quick Alchemy, the items you create of the listed level remain potent for 1 additional round." + }, + { + "name": "Alchemical Chart (Lesser)", + "trait": "Alchemical", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "L", + "url": "/Equipment.aspx?ID=1970", + "summary": "This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using Quick Alchemy, the items you create of the listed level remain potent for 1 additional round." + }, + { + "name": "Alchemical Chart (Moderate)", + "trait": "Alchemical", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "L", + "url": "/Equipment.aspx?ID=1970", + "summary": "This sturdy, rigid alchemical chart contains shorthand references on quickly mixing reagents for maximum effect. If you hold this chart while using Quick Alchemy, the items you create of the listed level remain potent for 1 additional round." + }, + { + "name": "Alchemical Fuse", + "trait": "Alchemical, Consumable, Fire", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1580", + "summary": "An alchemical fuse is a length of treated cord that can be used to time the detonation of an alchemical bomb or a stick of pyronite, or simply as a timer—at the GM's option, fuses can be used as timers to trigger other devices that can be triggered with a single appropriate action, as well.", + "activation": "one-action] Interact; Effect You extinguish the fuse" + }, + { + "name": "Alchemical Gauntlet", + "trait": "Alchemical", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "", + "url": "/Equipment.aspx?ID=1971", + "summary": "An alchemical gauntlet emits small alchemical detonations when it makes contact with a foe. As an Interact action, you can place a bomb into a metal bracket near the wrist of the gauntlet. The bomb must be one that deals energy damage, such as an acid flask, alchemist’s fire, blasting stone, bottled lightning, or frost vial. The next three attacks made with the gauntlet deal 1d4 damage of the bomb’s damage type in addition to the gauntlet’s normal damage. If the second and third attacks aren’t all made within 1 minute of the first attack, the bomb’s energy is wasted. These attacks never deal splash damage or other special effects of the bomb and aren’t modified by any abilities that add to or modify a bomb’s effect." + }, + { + "name": "Alchemist Goggles", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3431", + "summary": "These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to Crafting checks to Craft alchemical items. When making Strikes with alchemical bombs, you ignore lesser cover . If your Strike with an alchemical bomb fails (but doesn't critically fail), you gain a +1 item bonus to the splash damage the target of the Strike takes." + }, + { + "name": "Alchemist Goggles (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3431", + "summary": "These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to Crafting checks to Craft alchemical items. When making Strikes with alchemical bombs, you ignore lesser cover . If your Strike with an alchemical bomb fails (but doesn't critically fail), you gain a +1 item bonus to the splash damage the target of the Strike takes." + }, + { + "name": "Alchemist Goggles (Major)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3431", + "summary": "These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to Crafting checks to Craft alchemical items. When making Strikes with alchemical bombs, you ignore lesser cover . If your Strike with an alchemical bomb fails (but doesn't critically fail), you gain a +1 item bonus to the splash damage the target of the Strike takes." + }, + { + "name": "Alchemist's Damper", + "trait": "Consumable, Magical, Talisman, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1581", + "summary": "A glass tube of mercury is contained within this golden clasp that's fitted in front of a firearm's trigger. On the triggering Strike, the mercury turns briefly to gold, reducing the effect of recoil, allowing you to ignore the circumstance penalty of the attached weapon's kickback weapon trait.", + "activation": "free-action] envision; Trigger You attack with the affixed firearm; Requirements You're an expert with the affixed firearm." + }, + { + "name": "Alchemist's Fire (Greater)", + "trait": "Alchemical, Bomb, Consumable, Fire, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3287", + "summary": "Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage, 3 persistent fire damage, and 3 fire splash damage." + }, + { + "name": "Alchemist's Fire (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Fire, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3287", + "summary": "Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage." + }, + { + "name": "Alchemist's Fire (Major)", + "trait": "Alchemical, Bomb, Consumable, Fire, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3287", + "summary": "Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage, 4 persistent fire damage, and 4 fire splash damage." + }, + { + "name": "Alchemist's Fire (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Fire, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3287", + "summary": "Alchemist's fire is a combination of volatile liquids that ignite when exposed to air. Alchemist's fire deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage, 2 persistent fire damage, and 2 fire splash damage." + }, + { + "name": "Alchemist's Flamethrower", + "trait": "Alchemical, Fire, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "1", + "url": "/Equipment.aspx?ID=1972", + "summary": "This long cylinder is topped by a pair of brass sockets and a collection of polished pipes and tubes. A total of two vials of alchemist's fire must be loaded into the sockets at the base of the weapon and the tubes cleaned and primed. Properly loading the flamethrower in this way takes 1 minute. When the trigger on a loaded flamethrower is pulled, the alchemist's fire is siphoned into the rifle and shot out of the muzzle in a line of fire. The damage dealt by a flamethrower is determined by the strength of the weakest alchemist's fire loaded into the flamethrower.", + "activation": "two-actions] (fire, manipulate); Requirements The flamethrower is loaded; Effect You pull the trigger, expending both loaded alchemist's fires to shoot a line of fire. Creatures in the area take fire damage based on the weakest alchemist's fire loaded into the flamethrower, as noted below. Creatures that critically fail the basic Reflex save additionally take the listed persistent fire damage." + }, + { + "name": "Alchemist's Haversack", + "trait": "Extradimensional, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=2305", + "summary": "An alchemist’s haversack is a sturdy leather backpack with two compartments. The main section contains an extradimensional space equivalent to a spacious pouch type II, perfect for carrying bulkier alchemist equipment. A secondary partition can hold 2 Bulk of items, 1 of which doesn’t count against your Bulk limit. This second compartment can also be activated (see below).", + "activation": "one-action] (concentrate); Frequency once per day; Requirements You can create versatile vials; Effect You pull a versatile vial from the satchel’s secondary compartment. It’s as effective as the vials you create at the start of the day, not limited like ones created using Quick Alchemy." + }, + { + "name": "Alchemist's Lab", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "6", + "url": "/Equipment.aspx?ID=2701", + "summary": "You need an alchemist's lab to Craft alchemical items during downtime." + }, + { + "name": "Alchemist's Lab (Expanded)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "6", + "url": "/Equipment.aspx?ID=2701", + "summary": "An expanded alchemist's lab gives a +1 item bonus to Crafting checks to create alchemical items." + }, + { + "name": "Alchemist's Toolkit", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2702", + "summary": "This mobile collection of vials and chemicals can be used for simple alchemical tasks. If you wear your alchemist's toolkit, you can draw and replace them as part of the action that uses them." + }, + { + "name": "Alcohol", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=622", + "summary": "Alcohol is a common substance available in stunning variety. The Price of a dose of alcohol depends on the specific beverage. You can’t recover from the sickened condition from alcohol while affected.", + "activation": "one-action] Interact" + }, + { + "name": "Ale", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1770", + "summary": "" + }, + { + "name": "Alicorn Hair", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "", + "url": "/Equipment.aspx?ID=3254", + "summary": "Hair shed from an alicorn's mane glows when it comes into contact with a living creature. A stabilize spell empowered with an alicorn hair allows you to target 1 additional creature.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Alignment Ampoule (Greater)", + "trait": "Alchemical, Bomb, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=852", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction.", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 2d4 damage and 3 splash damage." + }, + { + "name": "Alignment Ampoule (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=852", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction.", + "effect": "The ampoule deals 1 damage and 1 splash damage." + }, + { + "name": "Alignment Ampoule (Major)", + "trait": "Alchemical, Bomb, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=852", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction.", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 3d4 damage and 4 splash damage." + }, + { + "name": "Alignment Ampoule (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=852", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction.", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 1d4 damage and 2 splash damage." + }, + { + "name": "Alkenstar Ice Wine", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison, Positive, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1788", + "summary": "This bottle of delicately sweet ice wine has the properties of alcohol. Made exclusively from grapes frozen in the Mana Wastes' erratic surge storms, Alkenstar ice wine finds a ready market among Geb, though undead are still immune to the drug's listed effects." + }, + { + "name": "Alloy Orb (High-Grade)", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2963", + "summary": "Although solid, this orb of metal swirls with bright silver and dark iron colors, as if made of liquid. When you activate the alloy orb, select cold iron or silver. The affixed weapon functions as the chosen material for 1 minute, suppressing its original material. Powerful weapons overwhelm the magic of this talisman, and it works only on weapons of 8th level or lower.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Alloy Orb (Low-Grade)", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2963", + "summary": "Although solid, this orb of metal swirls with bright silver and dark iron colors, as if made of liquid. When you activate the alloy orb, select cold iron or silver. The affixed weapon functions as the chosen material for 1 minute, suppressing its original material. Powerful weapons overwhelm the magic of this talisman, and it works only on weapons of 8th level or lower.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Alloy Orb (Standard-Grade)", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2963", + "summary": "Although solid, this orb of metal swirls with bright silver and dark iron colors, as if made of liquid. When you activate the alloy orb, select cold iron or silver. The affixed weapon functions as the chosen material for 1 minute, suppressing its original material. Powerful weapons overwhelm the magic of this talisman, and it works only on weapons of 8th level or lower.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Alluring Lantern", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3177", + "summary": "An antenna with a bioluminescent lure protrudes from your head, drawing enemies' attention. When not activated, the antenna lays flat and blends in with your hair or skin.", + "activation": "Raise Lure [one-action] (manipulate, mental, visual); Frequency once per day; Effect Until the beginning of your next turn, the lure raises above your head and lights up with multicolored flashes that draws creatures closer. Any creature that begins its turn within 20 feet of you must succeed at a DC 23 Will save or become fascinated by the lure and must spend at least one of its actions to move toward you. The fascination ends at the end of the creature’s turn." + }, + { + "name": "Alluring Scarf", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1379", + "summary": "This thin, multicolored scarf shifts between hues in almost dizzying patterns.", + "activation": "two-actions] Interact (emotion, enchantment, mental, visual); Frequency once per day; Effect You Stride. All creatures within 10 feet of you when you started the Stride must attempt a DC 24 Will save. On a failure, a creature becomes fascinated and must spend at least one of its actions on its next turn to move toward you. A fascinated creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting hostile to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting hostile to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute." + }, + { + "name": "Alluring Scarf (Greater)", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1379", + "summary": "This thin, multicolored scarf shifts between hues in almost dizzying patterns.", + "activation": "two-actions] Interact (emotion, enchantment, mental, visual); Frequency once per day; Effect You Stride. All creatures within 10 feet of you when you started the Stride must attempt a DC 24 Will save. On a failure, a creature becomes fascinated and must spend at least one of its actions on its next turn to move toward you. A fascinated creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting hostile to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting hostile to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute." + }, + { + "name": "Alluring Scarf (Major)", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1379", + "summary": "This thin, multicolored scarf shifts between hues in almost dizzying patterns.", + "activation": "two-actions] Interact (emotion, enchantment, mental, visual); Frequency once per day; Effect You Stride. All creatures within 10 feet of you when you started the Stride must attempt a DC 24 Will save. On a failure, a creature becomes fascinated and must spend at least one of its actions on its next turn to move toward you. A fascinated creature can attempt another Will save if you move more than 30 feet away from them, and as normal, acting hostile to a creature or its allies breaks fascination automatically. Creatures that critically failed their save don't receive further saves if you move more than 30 feet away, and acting hostile to such a creature's allies allows them to attempt another save, rather than automatically ending the fascination. You can Sustain the Activation for up to 1 minute." + }, + { + "name": "Ally's Kerchief", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3955", + "summary": "Organizations generally buy these simple squares of fabric in large batches with an invisible symbol on each. They help armies composed of troops unfamiliar with each other, such as mercenaries or conscripts, to recognize allied units. The kerchiefs might be tied around the head, neck, or arm. They can also be used to root out impostors.", + "activation": "Identify Allies [free-action] (concentrate); Trigger You move within 15 feet of a creature wearing a matching ally’s kerchief; Effect The symbol magically glows above your head. It’s invisible to everyone not invested in a matching ally’s kerchief." + }, + { + "name": "Alpaca", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1664", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Aluum Charm", + "trait": "Enchantment, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=560", + "summary": "This ornate pendant of brass is adorned with a vibrant blue gemstone. An aluum charm grants control over a particular aluum and lesser influence over other such constructs. As long as you wear an aluum’s linked aluum charm, that aluum follows your verbal commands, including somewhat nuanced orders like “subdue this target” or “strike anyone wearing a blue robe.”", + "activation": "two-actions] command; Frequency once per round; Effect The charm grants you control over an aluum you can see within 60 feet, with a level equal to or lower than the charm. This has the effect of dominate and allows a DC 28 Will save. If the aluum is currently under the control of someone wearing its linked charm, it gets a result on its saving throw one degree higher than what it rolled. You can control only one aluum at a time using this activation, and controlling a new aluum ends the effect for one you had previously affected." + }, + { + "name": "Amazing Pop-Up Book", + "trait": "Grimoire, Magical, Uncommon", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2170", + "summary": "Goblin wizards invented the amazing pop-up book to store their spells without written words, though the tradition has been spreading to illusionists from other cultures. These grimoires have colorful covers and open to reveal three-dimensional scenes illustrating various spells. Goblins delight in constructing the books just right so a terrifying creature, like a horse or dog, pops up toward the reader each time a page is turned.", + "activation": "free-action] (concentrate, spellshape); Frequency once per day; Effect If your next action is to cast an illusion spell prepared from this grimoire that creates illusory terrain or creatures, such as mirage, you draw forth the pop-up scene. If a creature succeeds, but doesn’t critically succeed, at a saving throw to disbelieve the illusion, then just as their mind recognizes the illusion, a startling—though obviously false—illusion pops up somewhere unexpected in their field of vision, visible to only them, dealing mental damage equal to the spell’s rank." + }, + { + "name": "Ambling Surveyor", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=33", + "summary": "This huge, magical clockwork rover moves on a continuous band of heavy treads, which make it easier to for the device to navigate across various adverse conditions. It contains magical clockwork birds which can transmit visual information back to the surveyor." + }, + { + "name": "Ambrosia of Undying Hope", + "trait": "Alchemical, Consumable, Elixir, Necromancy, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=661", + "summary": "This elixir is usually stored in a small metal flask or miniature stein. The dark liquid sparkles as if it were full of stars and is considered sacred to Cayden Cailean and to the cults of the Failed in Absalom. The next time you would die from damage within 8 hours after you drink the ambrosia, it prevents you from dying, you regain 20 Hit Points, the elixir's benefits end, and you become temporarily immune to the ambrosia of undying hope for 24 hours. The ambrosia can't protect you from death effects or disintegration, but it can protect against almost any other form of death via damage. You can only be under the effect of a single ambrosia of undying hope at a time.", + "activation": "one-action] Interact" + }, + { + "name": "Amnemonic Charm", + "trait": "Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2096", + "summary": "This ornate locket, usually containing a faceless, humanoid portrait, is typically worn on a chain around the neck or attached to your clothing. When activated, the charm casts a DC 26 rewrite memory spell against a single target of the check, removing all memory of your failed attempt and potentially allowing you to make another attempt. The effect can’t remove more than 3 minutes of memories from its target.", + "activation": "free-action] (concentrate); Trigger You fail or critically fail a Deception, Diplomacy, or Intimidation check to Coerce, Lie, Make an Impression, or Request; Requirements You're a master in the skill you failed with." + }, + { + "name": "Amphibious Chair", + "trait": "Magical, Transmutation", + "item_category": "Assistive Items", + "item_subcategory": "Mobility Devices", + "bulk": "", + "url": "/Equipment.aspx?ID=1359", + "summary": "This magical upgrade allows the wheelchair to shift its functionality between land and aquatic environments without a hitch, propelling through the water or on land with equal ease. Your chair has a base land Speed of 20 feet if that's faster than your land Speed (for example, if you are an aquatic creature with no land Speed or a very slow land Speed), and your chair has a base swim Speed of 20 feet if that's faster than any swim Speed you have. Additionally, while riding in the chair, you can magically breathe underwater if you normally breathe air, or breathe air if you can normally only breathe underwater." + }, + { + "name": "Amphisbaena Handwraps", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3223", + "summary": "Your hands fit through the venomous mouths of this pair of handwraps made from amphisbaena skin. Your unarmed strikes gain the versatile P trait. Amphisbaena handwraps can have weapon runes etched onto them, similar to handwraps of mighty blows.", + "activation": "Twin Venom Strike [two-actions] (manipulate); Frequency once per hour; Effect Make two unarmed Strikes. Both Strikes count toward your multiple attack penalty, but the penalty doesn’t increase until after both attacks. Each Strike deals an additional 1d6 poison damage." + }, + { + "name": "Amphisbaena Spittle", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3255", + "summary": "Hardened clumps of amphisbaena spittle can be harvested from the dual-headed snake's hunting grounds. When a casting of web of eyes is empowered with this catalyst, you can place an additional scrying sensor on the back of each target's head, in the shape of a closed snake's eye. When a target shares their vision with the others affected by the spell, the eye blinks open, preventing the target from being flanked until the start of its next turn.", + "activation": "Cast a Spell" + }, + { + "name": "Amulet of Kinship's Strength", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3681", + "summary": "This weighty brass disk is inscribed with the ancestral names of its previous owners and now includes your own. When worn, it rests against your chest with a heavy warmth, a reminder of the strength of those who came before you. While worn and invested, you gain a +2 item bonus to Will saves. This bonus increases to +3 if the effect has the fear trait.", + "activation": "one-action] Strengthen Resolve; Frequency once per day; Effect You extend your resolve to your allies, casting strength of mind on up to three willing targets." + }, + { + "name": "Amulet of the Hellcat", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3224", + "summary": "This glass amulet is set on a steel backing shaped like a cage and flickers with an eerie crimson glow. Magically sealed within is a portion of a hellcat's ever-burning heart. While wearing the amulet, you gain a +1 item bonus to Stealth checks made while in bright light, and you can cast the light cantrip emanating from the amulet as an innate divine spell.", + "activation": "Invisible Pounce [two-actions] (concentrate, manipulate); Frequency once per day; Requirements You are in bright light; Effect You become invisible, Stride up to your speed, and then make a melee Strike at the end of that movement. After making the Strike, you are no longer invisible. If at any point during your Stride, you pass out of bright light, you are no longer invisible and must stop moving. You may make a melee Strike if you have a target within reach." + }, + { + "name": "Amulet of the Third Eye", + "trait": "Apex, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2132", + "summary": "This large brass medallion hangs low on the torso. It’s shaped in the form of an unblinking eye, with a ring of turquoise as the iris and an orb of jet serving as the pupil. The amulet grants you a +2 item bonus to Perception checks. When you invest the amulet, you either increase your Wisdom modifier by 1 or increase it to +4, whichever would give you a higher value.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect You cast truesight." + }, + { + "name": "Analysis Eye", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3875", + "summary": "This metal disk is engraved with an image of an open eye, which always seems to look directly at the creature viewing it no matter what angle it’s seen from. The first time you succeed at a Strike against a given creature with a weapon under the effect of an analysis eye, as a free action, you learn one weakness or resistance of that creature; if the creature has multiple weaknesses or resistances, the GM selects which one you learn.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Anathema Fulu", + "trait": "Consumable, Fulu, Magical", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2029", + "summary": "First used by celestial-touched nephilim of Tianjing to weaken qlippoth, an anathema fulu comes in four pieces, one placed in each cardinal direction. Choose one of the following traits when activating the fulus: celestial, elemental, fey, fiend, monitor, or undead. If a creature with that trait starts its turn in the area, it must succeed at a DC 30 Fortitude saving throw or become sickened 2 until the start of its next turn. On a critical success, the creature becomes temporarily immune to any anathema fulus for 1 hour. Regardless of the save result, if you subsequently cast banishment on such a creature in the area, the creature takes the –2 penalty described in that spell for adding a special cost of an object that’s anathema to that creature. The fulu acts as that object; you don’t need to add it. If a creature affected by this penalty rolls a saving throw against banishment, the caster can use a free action to force the result one step lower. Doing so burns the whole fulu out, ending the effect. If any of the fulu’s pieces are moved or destroyed after activation, the effect ends." + }, + { + "name": "Ancestral Echoing", + "trait": "Dwarf, Evocation, Magical, Rare, Saggorak", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=526", + "summary": "The wisdom of this weapon’s past owners flows into your mind, amplifying your own abilities with the weapon. Your proficiency rank with this weapon is one step higher than normal, to a maximum of the highest proficiency rank you have in any weapon. For instance, if you had master proficieny with martial weapons and expert proficiency with advanced weapons, you would have master proficiency with advanced weapon that had this rune." + }, + { + "name": "Ancestral Embrace", + "trait": "Artifact, Divine, Invested, Necromancy, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1528", + "summary": "This brightly colored +4 major resilient leather armor is inscribed with a spiral that has no end or beginning. Though it is a symbol of the ancient religion of Holy Xatramba, it also serves as a religious symbol of Pharasma. When you invest the armor, you gain negative resistance 25 and can draw on the power of your ancestors. You gain an ancestry feat from your ancestry; the feat can be any level, but you must meet any other prerequisites of the feat. You lose the feat when the investment ends, and you can select a different feat each time you invest the armor again.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect The armor casts avatar, granting these specific additional abilities instead of those associated with a deity: Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Melee [one-action] spear (reach 15 feet, thrown 50 feet), Damage 6d6+6 piercing; Ranged [one-action] blowgun (range 120 feet), Damage 1d6+3 piercing plus 5d6 poison." + }, + { + "name": "Ancestral Geometry", + "trait": "Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2202", + "summary": "Geometric precision and perfect angles signify that an artist with exemplary knowledge of dwarven tattooing traditions created this body art. Your family's ancestral stories, recited throughout the tattooing process, bind your blood even tighter to theirs. During your daily preparations, you manifest a visitation by an ancestor—possibly via a dream, a vision, or a magical trinket left by your bedroll. Roll 2d20 and record the highest result. Then roll 1d6 and note a type of saving throw: 1–2 Fortitude, 3–4 Reflex, and 5–6 Will.", + "activation": "reaction] (concentrate, fortune); Frequency once per day; Trigger You rolled a saving throw of the noted type; Effect Replace the roll with the d20 roll from your ancestor's visitation." + }, + { + "name": "Anchor of Aquatic Exploration", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2186", + "summary": "No matter how often it's washed, the last crystals of salt rime never quite leave this pitted anchor. When you're holding the anchor of aquatic exploration, you can breathe underwater; however, you can't Swim, losing any Swim speed you have, automatically failing any Athletics checks to Swim, and so on. Instead, when you enter a body of water, you sink to the bottom at a rate of 25 feet per round and can move across the bottom at your normal Speed. You're protected from environmental effects of deep water such as pressure, cold temperatures, and any negative consequences of depressurization.", + "activation": "minute (manipulate); Frequency once per day; Requirements You're underwater; Effect You spend one minute digging the anchor into the seabed, after which the anchor casts a cozy cabin spell, summoning a sunken ship instead of a cabin. The sunken ship is filled with breathable air." + }, + { + "name": "Anchoring", + "trait": "Abjuration, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1371", + "summary": "This rune prevents enemies from escaping your grasp by fleeing to other planes. If you critically hit a target with an anchoring weapon, the weapon casts dimensional anchor on the target (DC 27, counteract modifier +17)." + }, + { + "name": "Anchoring (Greater)", + "trait": "Abjuration, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1371", + "summary": "This rune prevents enemies from escaping your grasp by fleeing to other planes. If you critically hit a target with an anchoring weapon, the weapon casts dimensional anchor on the target (DC 27, counteract modifier +17)." + }, + { + "name": "Angelic Opera Cloak", + "trait": "Apex, Holy, Invested, Magical, Rare", + "item_category": "Apex Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3644", + "summary": "This luxurious cloak embodies an angel’s swiftness. You gain a +3 item bonus to Acrobatics checks and never take falling damage, as your cloak billows like a pair of wings to soften any fall you take. When you invest in the cloak, you either increase your Dexterity score by 2 or increase it to 18, whichever would give you a higher score. If you are unholy, you are slowed 1 while wearing this cloak.", + "activation": "On Angel's Wings [two-actions] (concentrate); Frequency once per hour; Effect The opera cloak transforms into two pairs of brilliant, feathered wings that grant you a fly Speed of 40 feet for 10 minutes. During this time, you gain immunity to paralysis effects and ignore effects that would give you a circumstance penalty to speed." + }, + { + "name": "Anglerfish Lantern", + "trait": "Magical, Water", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2624", + "summary": "This bull's-eye lantern is either stylized after an anglerfish or made from the taxidermy of one. While it can be lit as usual, the anglerfish lantern automatically shines when submerged in water.", + "activation": "Dive! 1 minute (concentrate, manipulate); Frequency once per day; Effect You lower the submersible anglerfish lantern into water at least 15 feet deep while issuing a command. The lantern transforms into a bathysphere for 1 hour. This vehicle possesses a 60-foot cone light that can be swiveled up to 90 degrees with an Interact action and has the activation listed above. When the effect ends, any occupants are ejected harmlessly. If the bathysphere becomes broken, the effect ends and the submersible anglerfish lantern is broken as well." + }, + { + "name": "Anglerfish Lantern (Submersible)", + "trait": "Magical, Uncommon, Water", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2624", + "summary": "This bull's-eye lantern is either stylized after an anglerfish or made from the taxidermy of one. While it can be lit as usual, the anglerfish lantern automatically shines when submerged in water.", + "activation": "Dive! 1 minute (concentrate, manipulate); Frequency once per day; Effect You lower the submersible anglerfish lantern into water at least 15 feet deep while issuing a command. The lantern transforms into a bathysphere for 1 hour. This vehicle possesses a 60-foot cone light that can be swiveled up to 90 degrees with an Interact action and has the activation listed above. When the effect ends, any occupants are ejected harmlessly. If the bathysphere becomes broken, the effect ends and the submersible anglerfish lantern is broken as well." + }, + { + "name": "Anima Robe", + "trait": "Illusion, Invested, Magical, Unique", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3697", + "summary": "This robe was the favored garment of the legendary Ekujae hero, Iyalirrin. When the draconic god Dahak threatened destruction, Iyalirrin was the primary architect of a powerful ritual to banish him called the anima invocation. Iyalirrin and many others were forced to sacrifice themselves to empower this ritual, but he ensured his Anima Robe remained in good hands before he did so. Since then, the Anima Robe has been worn by dozens of elven occultists and bards who have traveled Golarion and beyond. The Anima Robe has remained in the care of Queen Telandia for only the past few dozen years.", + "activation": "Who Are They? [one-action] (auditory, concentrate, illusion, manipulate, olfactory, visual); Frequency once per day; Effect With a swish of the robe’s sleeve, you cast a 7th-rank illusory creature." + }, + { + "name": "Anima Robe (Artifact)", + "trait": "Apex, Artifact, Illusion, Intelligent, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3750", + "summary": "The artistic echo of the Ekujae hero Iyalirrin animates the Anima Robe’s stitching to display embroidered reactions to situations experienced by the wearer. The Anima Robe’s telepathic voice is filled with confidence (almost to the point of cockiness) and is supportive, often encouraging his partner to take risky or showy actions yet never to the extent that would put them in significant harm’s way.", + "activation": "Who Are They? [two-actions] (concentrate); Frequency once per hour; Effect An image of a creature shows up in the robe’s stitching, then appears to come to life; the robe casts an 8th-rank illusory creature to your specifications. The robe can use an action to Sustain this activation for up to 1 minute." + }, + { + "name": "Animal Bed", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animal Caretaking Gear", + "bulk": "", + "url": "/Equipment.aspx?ID=1697", + "summary": "" + }, + { + "name": "Animal Blind", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3242", + "summary": "Simple blinds consist of a series of poles with a cloth to cover them. The cloth covering is styled to represent the natural surroundings such as green and brown leaf and wood patterns for forests, or gray rocks for underground environments. This cloth is either sheer enough to be seen through on one side, or sometimes has small slits cut in it, allowing someone behind it to see what is going on outside while remaining hidden. While not the most convincing camouflage, it's good enough to fool many animals and creatures with lower intelligence." + }, + { + "name": "Animal Call", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3243", + "summary": "Animal calls are often whistles or similar devices that imitate the calls of animals. Each call is for a specific type of animal, such as a duck or bear. When you use the call, it gives you a +1 item bonus to Command an Animal, provided the animal is of the type as the call. You also do not take a circumstance penalty when attempting to Demoralize that animal for not sharing a language." + }, + { + "name": "Animal Nip (Greater)", + "trait": "Alchemical, Consumable, Olfactory, Plant, Wood", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=2636", + "summary": "Animal nip contains a mix of herbaceous, fragrant plants, ground into a coarse powder with a strong scent that attracts a broad spectrum of animals. You activate animal nip by sprinkling it on the ground or a target of your choice. For the next minute, all creatures within 30 feet that have the animal trait must attempt a Will save or become fascinated by the smell of the animal nip for 1 round. On a critical failure, they also fall prone and roll about on the ground. If the target is subject to a hostile act, the fascination ends immediately. Regardless of the result of the creature's save, it's then immune to animal nip for 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Animal Nip (Lesser)", + "trait": "Alchemical, Consumable, Olfactory, Plant, Wood", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=2636", + "summary": "Animal nip contains a mix of herbaceous, fragrant plants, ground into a coarse powder with a strong scent that attracts a broad spectrum of animals. You activate animal nip by sprinkling it on the ground or a target of your choice. For the next minute, all creatures within 30 feet that have the animal trait must attempt a Will save or become fascinated by the smell of the animal nip for 1 round. On a critical failure, they also fall prone and roll about on the ground. If the target is subject to a hostile act, the fascination ends immediately. Regardless of the result of the creature's save, it's then immune to animal nip for 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Animal Nip (Moderate)", + "trait": "Alchemical, Consumable, Olfactory, Plant, Wood", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=2636", + "summary": "Animal nip contains a mix of herbaceous, fragrant plants, ground into a coarse powder with a strong scent that attracts a broad spectrum of animals. You activate animal nip by sprinkling it on the ground or a target of your choice. For the next minute, all creatures within 30 feet that have the animal trait must attempt a Will save or become fascinated by the smell of the animal nip for 1 round. On a critical failure, they also fall prone and roll about on the ground. If the target is subject to a hostile act, the fascination ends immediately. Regardless of the result of the creature's save, it's then immune to animal nip for 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Animal Pheromones (Greater)", + "trait": "Alchemical, Consumable, Olfactory", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3228", + "summary": "These chemicals convey myriad signals. Many varieties of these alchemical cocktails exist, each tailored for the unique chemistry of a specific type of animal. You can, for example, make wolf pheromones, but not pheromones that affect all animals. The pheromones don’t work on creatures that are similar to the specific kind of animal, but aren’t actually animals—for example, wolf pheromones don’t work on werewolves. When you learn the formula for animal pheromones, you learn the formulas for all common animals. If no animals of a kind are common, you must learn the formula for it separately, and the formula has the same rarity as the least-rare creature of that kind.", + "activation": "minute (manipulate)" + }, + { + "name": "Animal Pheromones (Lesser)", + "trait": "Alchemical, Consumable, Olfactory", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3228", + "summary": "These chemicals convey myriad signals. Many varieties of these alchemical cocktails exist, each tailored for the unique chemistry of a specific type of animal. You can, for example, make wolf pheromones, but not pheromones that affect all animals. The pheromones don’t work on creatures that are similar to the specific kind of animal, but aren’t actually animals—for example, wolf pheromones don’t work on werewolves. When you learn the formula for animal pheromones, you learn the formulas for all common animals. If no animals of a kind are common, you must learn the formula for it separately, and the formula has the same rarity as the least-rare creature of that kind.", + "activation": "minute (manipulate)" + }, + { + "name": "Animal Pheromones (Moderate)", + "trait": "Alchemical, Consumable, Olfactory", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3228", + "summary": "These chemicals convey myriad signals. Many varieties of these alchemical cocktails exist, each tailored for the unique chemistry of a specific type of animal. You can, for example, make wolf pheromones, but not pheromones that affect all animals. The pheromones don’t work on creatures that are similar to the specific kind of animal, but aren’t actually animals—for example, wolf pheromones don’t work on werewolves. When you learn the formula for animal pheromones, you learn the formulas for all common animals. If no animals of a kind are common, you must learn the formula for it separately, and the formula has the same rarity as the least-rare creature of that kind.", + "activation": "minute (manipulate)" + }, + { + "name": "Animal Repellent (Greater)", + "trait": "Alchemical, Consumable, Olfactory", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1936", + "summary": "Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind.", + "activation": "minutes (manipulate)" + }, + { + "name": "Animal Repellent (Lesser)", + "trait": "Alchemical, Consumable, Olfactory", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1936", + "summary": "Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind.", + "activation": "minutes (manipulate)" + }, + { + "name": "Animal Repellent (Major)", + "trait": "Alchemical, Consumable, Olfactory", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1936", + "summary": "Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind.", + "activation": "minutes (manipulate)" + }, + { + "name": "Animal Repellent (Minor)", + "trait": "Alchemical, Consumable, Olfactory", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1936", + "summary": "Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind.", + "activation": "minutes (manipulate)" + }, + { + "name": "Animal Repellent (Moderate)", + "trait": "Alchemical, Consumable, Olfactory", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1936", + "summary": "Animal repellent is a noxious alchemical substance that makes you repulsive to a certain kind of animal. You can, for example, make ape repellent, bear repellent, or snake repellent, but not a repellent that affects all animals. The repellent doesn't work on creatures that are similar to the kind of animal, but not actually animals—for example, bear repellent wouldn't work on werebears. Animal repellent is ineffective against animals with an Intelligence modifier of –3 or higher, such as awakened animals. When you initially learn the formula for animal repellent, you learn the formulas for all common animals. If no animals of a kind are common, such as sea serpents, you must learn the formula for that kind separately, and it has the same rarity as the least-rare creature of that kind.", + "activation": "minutes (manipulate)" + }, + { + "name": "Animal Staff", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3035", + "summary": "This staff is topped with carved animal and monster heads. While wielding the staff, you gain a +2 circumstance bonus to Nature checks to identify animals.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Animal Staff (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3035", + "summary": "This staff is topped with carved animal and monster heads. While wielding the staff, you gain a +2 circumstance bonus to Nature checks to identify animals.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Animal Staff (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3035", + "summary": "This staff is topped with carved animal and monster heads. While wielding the staff, you gain a +2 circumstance bonus to Nature checks to identify animals.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Animal-Turning Fulu", + "trait": "Abjuration, Consumable, Fulu, Magical, Rare, Talisman", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2690", + "summary": "Frightened animals depicted on this fulu flee in all directions from a central figure (traditionally represented by a human hunter, but sometimes depicted as a skeletal undead creature or even a fiend with long, broken arms). You activate this fulu, gaining a +2 item bonus to AC against the triggering Strike. If this causes the Strike to miss, you become concealed from the triggering creature until the start of your next turn.", + "activation": "reaction] envision; Trigger A creature with the animal trait successfully Strikes you." + }, + { + "name": "Animate Dreamer", + "trait": "Evocation, Intelligent, Occult, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=1177", + "summary": "The gunsmith that created this marvelous +2 greater striking spell-storing scattergun poured so much love and care into its creation that the weapon gained a spark of sentience. However, at first it was completely incapable of expressing itself. This led a seething frustration to grow within the weapon, as it yearned desperately to respond to the same love and affection that created it. Through decades of effort, it gained the ability to communicate empathically, then telepathically. Now, the weapon is capable of exerting its influence over other inanimate objects. Despite the weapon's progress, years of feeling helpless have given the animate dreamer a singular goal: to obtain and occupy a body of its own.", + "activation": "three-actions] command; Frequency once per day; Effect The animate dreamer attempts to achieve its goal of occupying a body of its own and casts possession as a 7th-level spell with a spell DC of 33. The weapon still functions as a +2 greater striking spell-storing scattergun while this effect is active but loses all other special abilities until the spell expires and the animate dreamer's intellect returns to it." + }, + { + "name": "Animated", + "trait": "Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2831", + "summary": "An animated weapon flies autonomously and strikes your foes. ", + "activation": "Set Free [two-actions] (concentrate, manipulate); Effect You Release the weapon and it flutters through the air, fighting on its own against the last enemy you attacked, or the nearest enemy to it if your target has been defeated. At the end of your turn each round, the weapon can Fly up to its fly Speed of 40 feet, and then can either Fly again or Strike one creature within its reach." + }, + { + "name": "Anointed Waterskin", + "trait": "Divine, Evocation, Good, Water", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1037", + "summary": "This waterskin coruscates with holy energy, causing it to slowly fill itself with special blessed water unique to the item. After using any of the activations, the waterskin is empty, but slowly refills itself. It becomes full enough to use again at the next dawn.", + "activation": "minute (command, Interact); Requirements The anointed waterskin is full; Effect You decant the water, creating up to 10 vials of holy water. You must provide the vials." + }, + { + "name": "Anointing Oil", + "trait": "Consumable, Magical, Necromancy, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=1563", + "summary": "Carried by many Knights of Lastwall, this amber-colored, fragrant-smelling oil is meant to prevent those who fall in battle from rising as undead. Applying anointing oil to a corpse casts gentle repose on it. The effects last for 24 hours. The oil is repugnant to the undead. An undead creature that touches a corpse treated with this oil is enfeebled 1 until the contact is broken or the oil's effect wears off.", + "activation": "one-action] Interact" + }, + { + "name": "Anointing Oil (Greater)", + "trait": "Consumable, Magical, Necromancy, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=1563", + "summary": "Carried by many Knights of Lastwall, this amber-colored, fragrant-smelling oil is meant to prevent those who fall in battle from rising as undead. Applying anointing oil to a corpse casts gentle repose on it. The effects last for 24 hours. The oil is repugnant to the undead. An undead creature that touches a corpse treated with this oil is enfeebled 1 until the contact is broken or the oil's effect wears off.", + "activation": "one-action] Interact" + }, + { + "name": "Anticorrosion Oil", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2067", + "summary": "You can coat objects of 6 Bulk or less with anticorrosion oil. For 24 hours, the object takes half damage from acid and from all effects that specifically cause it to rust or corrode, such as contact with an ore louse’s saliva.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Antidote (Greater)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3296", + "summary": "An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Antidote (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3296", + "summary": "An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Antidote (Major)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3296", + "summary": "You gain a +4 item bonus, and when you drink the antidote, you can immediately attempt a save against one poison of 14th level or lower affecting you. If you succeed, the poison is neutralized.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Antidote (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3296", + "summary": "An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Antimagic", + "trait": "Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2787", + "summary": "This intricate rune displaces spell energy, granting you a +1 status bonus to saving throws against magical effects. ", + "activation": "Antimagic Armor [reaction] (concentrate); Frequency once per day; Trigger A spell targets you or includes you in its area; Effect The armor attempts to counteract the triggering spell with the effect of a 7th-rank dispel magic spell and a counteract modifier of +26." + }, + { + "name": "Antimagic Oil", + "trait": "Consumable, Magical, Oil, Rare", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2930", + "summary": "This oil contains energy that repels nearly all types of magic. When you apply this oil to armor, the creature wearing the armor becomes immune to all spells, effects of magic items (the wearer's and those of others), and effects with the magical trait for 1 minute. The oil affects neither the magic of the armor nor the fundamental runes of weapons attacking the wearer. Magical effects from a source of 20th level or higher, such as a deity, still function on the armor's wearer.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Antiplague (Greater)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3297", + "summary": "Antiplague can fortify the body's defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Antiplague (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3297", + "summary": "Antiplague can fortify the body's defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Antiplague (Major)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3297", + "summary": "Antiplague can fortify the body's defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Antiplague (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3297", + "summary": "Antiplague can fortify the body's defenses against diseases. Upon drinking an antiplague, you gain an item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease's progression.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Antipode Oil", + "trait": "Alchemical, Consumable, Injury, Poison, Virulent", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1989", + "summary": "Prepared from brown mold, this liquid oscillates between rapidly absorbing and releasing heat from its victim. Each round the type of damage dealt by this poison changes, starting with cold, then fire, then cold, and so on. If the victim of this poison takes cold damage from a source other than the oil, reduce the save DC to 22 for 1 round. If the victim takes fire damage from a source other than the oil, increase the save DC to 25 for 1 round.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Antivenom Potion", + "trait": "Consumable, Magical, Necromancy, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=902", + "summary": "This cloudy, white liquid helps protect against poisons. When you drink an antivenom potion, you can immediately attempt a DC 10 flat check to end any persistent poison damage you're taking. In addition, for 1 minute after drinking the potion, you gain a +1 item bonus to Fortitude saving throws to avoid taking persistent poison damage." + }, + { + "name": "Antler Arrow", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3390", + "summary": "The creation of these arrows was inspired by an encounter with a horned archon scout who sought to peacefully restrain an escaping foe. When an activated antler arrow hits a target, glowing antlers extend to pin it down. The target must succeed at a DC 16 Reflex save or become stuck to the surface, taking the critical specialization effects of a bow.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Anylength Rope (Greater)", + "trait": "Magical, Transmutation", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2454", + "summary": "This 50-foot length of silk rope is lightweight and appears to be inlaid with golden threads. The rope can hold up to 3,000 pounds and is particularly durable, with a Hardness of 5 and 24 Hit Points.", + "activation": "two-actions] envision, Interact ; Frequency once per day; Requirements The rope is split into two or more pieces; Effect The rope attempts to reassemble itself. All pieces of the rope within 500 feet slither back toward you, moving 50 feet per round, over the span of 1 minute. Obstacles and other creatures can prevent a piece of rope from reaching you. Once all pieces reach you or the minute has passed, the pieces rejoin, becoming a single rope. The length of this reformed rope is equal to the total length of all the pieces together; if a piece is missing, the rope is now shorter than its original 50-foot length. Any pieces that didn't rejoin with the rest of the rope remain where they are after the minute passes." + }, + { + "name": "Anylength Rope (Lesser)", + "trait": "Magical, Transmutation", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2454", + "summary": "This 50-foot length of silk rope is lightweight and appears to be inlaid with golden threads. The rope can hold up to 3,000 pounds and is particularly durable, with a Hardness of 5 and 24 Hit Points.", + "activation": "two-actions] envision, Interact ; Frequency once per day; Requirements The rope is split into two or more pieces; Effect The rope attempts to reassemble itself. All pieces of the rope within 500 feet slither back toward you, moving 50 feet per round, over the span of 1 minute. Obstacles and other creatures can prevent a piece of rope from reaching you. Once all pieces reach you or the minute has passed, the pieces rejoin, becoming a single rope. The length of this reformed rope is equal to the total length of all the pieces together; if a piece is missing, the rope is now shorter than its original 50-foot length. Any pieces that didn't rejoin with the rest of the rope remain where they are after the minute passes." + }, + { + "name": "Anylength Rope (Moderate)", + "trait": "Magical, Transmutation", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2454", + "summary": "This 50-foot length of silk rope is lightweight and appears to be inlaid with golden threads. The rope can hold up to 3,000 pounds and is particularly durable, with a Hardness of 5 and 24 Hit Points.", + "activation": "two-actions] envision, Interact ; Frequency once per day; Requirements The rope is split into two or more pieces; Effect The rope attempts to reassemble itself. All pieces of the rope within 500 feet slither back toward you, moving 50 feet per round, over the span of 1 minute. Obstacles and other creatures can prevent a piece of rope from reaching you. Once all pieces reach you or the minute has passed, the pieces rejoin, becoming a single rope. The length of this reformed rope is equal to the total length of all the pieces together; if a piece is missing, the rope is now shorter than its original 50-foot length. Any pieces that didn't rejoin with the rest of the rope remain where they are after the minute passes." + }, + { + "name": "Apotropaic Fulu", + "trait": "Abjuration, Consumable, Fulu, Magical", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=971", + "summary": "This unassuming yellow paper, affixed above a door or gate, flickers in the light. Pick an alignment trait: chaotic, good, lawful, or evil. When a creature with the opposing alignment trait of the fulu (good for an evil fulu, and so on) passes through the entrance, it must succeed at a DC 17 Fortitude save or become sickened 2; regardless of whether they succeed, the creature becomes temporarily immune for 1 day." + }, + { + "name": "Apparatus of the Octopus", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=32", + "summary": "This apparatus, which is shaped like an octopus (or more rarely, a squid or other aquatic creature), uses almost entirely magical propulsion. Clockwork parts make up the controls and mechanisms to improve some of the functionality, but magic moves the vehicles' cogs and gears. While it needs only a pilot, it can optionally hold a second crew member, which can be useful if the second crew member controls the apparatus's hands or eyes." + }, + { + "name": "Apparition Gloves", + "trait": "Illusion, Magical", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2165", + "summary": "This set of gloves translates whatever the wearer says into the signed version of that language by projecting a ghostly, translucent version of the wearer's hands in front of them. The apparition is a purely visual illusion used for communication, so it can't move on its own, nor can it hold or manipulate objects, or attack." + }, + { + "name": "Appetizing Flavor Snare", + "trait": "Consumable, Mechanical, Rare, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1486", + "summary": "You construct this snare around a sealed bladder containing substances that local predators find delicious, such as scent glands from prey animals or fresh carrion. The first creature to enter the square must succeed at a DC 15 Reflex save or be doused with the substances. For 1 hour, animals attracted to the flavor (such as most predators, at the GM's discretion) can smell the creature from double the usual distance of their scent and are likely to approach to investigate the smell. A creature can wash away the appetizing flavor with 1 minute of vigorous scrubbing." + }, + { + "name": "Applereed Mutagen (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=783", + "summary": "This gummy liquid disproportionately lengthens your legs, causing you to grow but making your movement awkward. The effect is very noticeable unless your clothes can adequately conceal it.", + "activation": "one-action] Interact" + }, + { + "name": "Applereed Mutagen (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=783", + "summary": "This gummy liquid disproportionately lengthens your legs, causing you to grow but making your movement awkward. The effect is very noticeable unless your clothes can adequately conceal it.", + "activation": "one-action] Interact" + }, + { + "name": "Applereed Mutagen (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=783", + "summary": "This gummy liquid disproportionately lengthens your legs, causing you to grow but making your movement awkward. The effect is very noticeable unless your clothes can adequately conceal it.", + "activation": "one-action] Interact" + }, + { + "name": "Apricot of Bestial Might", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=947", + "summary": "This yellow fruit's soft flesh is covered by waxy, fibrous leaves reminiscent of a pineapple. When you eat an apricot of bestial might, you transform into a boar-faced battle form with scaly skin. You can use feats with this item as if it were a bestial mutagen, improving your tusk unarmed attack as if it were a claw or jaws attack.", + "activation": "one-action] Interact" + }, + { + "name": "Aquarium Lamp", + "trait": "Electricity, Light, Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "20", + "url": "/Equipment.aspx?ID=1140", + "summary": "The aquarium lamp is a combination light source and exotic animal aquarium, intended to provide rich nobles amusement and illumination. It takes the shape of a glass cube 50 feet wide and seven feet high filled with sea water, flanked by two much smaller water tanks. A sparse brass frame around the device keeps the tanks themselves from touching the ground and serves as a mounting point for a pair of electrical coils on the top, which are enclosed within separate glass tubes. Six electric eels swim within the central tank, while a number of animals belonging to species considered to be the eels' natural prey swim in the smaller feeding tanks. With the simple pull of a lever attached to either smaller tank, one of the prey animals is released into the eel tank. Within seconds, the eels converge on the hapless animal, using their electrical charges to stun their victims. When this happens, the salty seawater conducts the electrical energy into transfer coils hidden within the brass frame, which send the energy to the top-mounted electrical coils. The end result produces enough light to fully illuminate a room as though it were midday.", + "activation": "one-action] Interact" + }, + { + "name": "Arachnolute", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3220", + "summary": "The strings of this spider-shaped lute are made from the webbing of a goliath spider and the tuning pegs are crafted from the spider’s spinnerets. An arachnolute grants you a +2 item bonus to Performance checks while playing music with the instrument.", + "activation": "Web Chord [two-actions] (manipulate); Frequency once per hour; Effect Sticky webbing sprays in a 30-foot cone as you strum the lute’s strings. Each creature in the area of the webbing is immobilized unless it succeeds at a DC 29 Reflex save." + }, + { + "name": "Arbor Wine", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1908", + "summary": "Watering grape or berry bushes with certain alchemical liquids as they grow results in a ruby-red drink that’s rich and heady. The vines develop a connection to their natural environment and impart it onto the wine’s imbiber. For 1 minute after drinking a glass of arbor wine, you have tremorsense at a range of 30 feet.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Arbor Wine (Aged)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1908", + "summary": "Watering grape or berry bushes with certain alchemical liquids as they grow results in a ruby-red drink that’s rich and heady. The vines develop a connection to their natural environment and impart it onto the wine’s imbiber. For 1 minute after drinking a glass of arbor wine, you have tremorsense at a range of 30 feet.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Arboreal Boots", + "trait": "Invested, Primal", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3056", + "summary": "These soft leather boots are embossed with simple woodland scenes. The boots grant a +1 item bonus to Acrobatics and allow you to ignore difficult terrain from plants and fungi." + }, + { + "name": "Arboreal Boots (Greater)", + "trait": "Invested, Primal", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3056", + "summary": "These soft leather boots are embossed with simple woodland scenes. The boots grant a +1 item bonus to Acrobatics and allow you to ignore difficult terrain from plants and fungi." + }, + { + "name": "Arboreal Staff", + "trait": "Intelligent, Primal, Rare, Staff", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2392", + "summary": "Rather than passing on when they feel their death approaching, a rare few elderly arboreals undergo a ritual of preservation. This rite fuses the arboreal's consciousness into a branch, allowing their spirit to live on within the object. The branch functions as a greater verdant staff, though the arboreal spirit allows only partners willing to safeguard nature to use the staff's spells. An arboreal who decides to become an arboreal staff is more connected to shorter-lived species than others of their kind. Most choose to endure to share their knowledge with future generations, but they take a long view in ways that can be frustrating to their wielders." + }, + { + "name": "Arboreal Wand (2nd-rank spell)", + "trait": "Healing, Magical, Rare, Vitality, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3718", + "summary": "This gnarled wand is made from the branch of an arboreal .", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, the raw primal energy stored within the arboreal from which the wand was made washes over one target you choose and tries to purify its essence. The wand attempts to counteract the lowest level affliction affecting your target. It uses your casting modifier and a counteract rank of half the wand’s item level rounded up." + }, + { + "name": "Arboreal Wand (3rd-rank spell)", + "trait": "Healing, Magical, Rare, Vitality, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3718", + "summary": "This gnarled wand is made from the branch of an arboreal .", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, the raw primal energy stored within the arboreal from which the wand was made washes over one target you choose and tries to purify its essence. The wand attempts to counteract the lowest level affliction affecting your target. It uses your casting modifier and a counteract rank of half the wand’s item level rounded up." + }, + { + "name": "Arboreal Wand (4th-rank spell)", + "trait": "Healing, Magical, Rare, Vitality, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3718", + "summary": "This gnarled wand is made from the branch of an arboreal .", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, the raw primal energy stored within the arboreal from which the wand was made washes over one target you choose and tries to purify its essence. The wand attempts to counteract the lowest level affliction affecting your target. It uses your casting modifier and a counteract rank of half the wand’s item level rounded up." + }, + { + "name": "Arboreal Wand (5th-rank spell)", + "trait": "Healing, Magical, Rare, Vitality, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3718", + "summary": "This gnarled wand is made from the branch of an arboreal .", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, the raw primal energy stored within the arboreal from which the wand was made washes over one target you choose and tries to purify its essence. The wand attempts to counteract the lowest level affliction affecting your target. It uses your casting modifier and a counteract rank of half the wand’s item level rounded up." + }, + { + "name": "Arboreal Wand (6th-rank spell)", + "trait": "Healing, Magical, Rare, Vitality, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3718", + "summary": "This gnarled wand is made from the branch of an arboreal .", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, the raw primal energy stored within the arboreal from which the wand was made washes over one target you choose and tries to purify its essence. The wand attempts to counteract the lowest level affliction affecting your target. It uses your casting modifier and a counteract rank of half the wand’s item level rounded up." + }, + { + "name": "Arboreal Wand (7th-rank spell)", + "trait": "Healing, Magical, Rare, Vitality, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3718", + "summary": "This gnarled wand is made from the branch of an arboreal .", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, the raw primal energy stored within the arboreal from which the wand was made washes over one target you choose and tries to purify its essence. The wand attempts to counteract the lowest level affliction affecting your target. It uses your casting modifier and a counteract rank of half the wand’s item level rounded up." + }, + { + "name": "Arboreal's Revenge", + "trait": "Cursed, Magical, Rare, Transmutation", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=1174", + "summary": "This walnut and brass +1 striking blunderbuss has a natural look, with wood worn smooth by time, but left knotted and gnarled. The handgrip beneath the flared muzzle is a well-positioned bulging tree knot, and the long stock looks as if it was grown to fit you. On closer examination, the whorls and rings in the wood resemble eyes.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect You cast barkskin from the blunderbuss as a 2nd-level primal spell. However, the weakness to fire imposed by barkskin is cumulative with the weakness to fire imposed by this weapon's curse, for a total of weakness 8 to fire." + }, + { + "name": "Arcane Scroll Case of Simplicity", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=525", + "summary": "The four different types of scroll cases of simplicity often bear adornments appropriate to their magical tradition, such as angelic wings or otherworldly lettering. On the inside, intricate runic diagrams spiral out to surround the scroll stored within. A scroll placed within the case can be converted into energy to cast consistently useful spells depending on its type. You must be able to cast spells of a given tradition to use a scroll case of simplicity of a corresponding type.", + "activation": "one-action] Interact; Requirements The scroll case contains a single scroll of a 1st-level spell; Effect You transfer the scroll’s energy into the scroll case, consuming the scroll, and you can immediately begin casting one of the scroll case’s spells. If you use any action other than to Cast a Spell from the scroll case after activating the scroll case of simplicity, the scroll and its energy are lost." + }, + { + "name": "Arcane Standard", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3902", + "summary": "PFS Note If a PC uses an arcane standard’s Magical Weakness ability against a creature which has taken more than one type of energy damage, the player chooses which energy type the creature gains weakness to.", + "activation": "Magical Weakness [one-action] (concentrate); Frequency once per turn; Effect The magic of the banner causes energy to linger, tearing away at its target, leaving them vulnerable to more. One creature within the banner’s aura that has taken acid, cold, electricity, fire, or sonic damage this turn gains weakness 5 to that damage type for 1 round." + }, + { + "name": "Archaic Wayfinder", + "trait": "Evocation, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=470", + "summary": "This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe.", + "activation": "minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space." + }, + { + "name": "Architect's Pattern Book", + "trait": "Grimoire, Magical, Uncommon", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2171", + "summary": "Typically created by wizards who are hobbyists or professional architects, an architect's pattern book allows the caster to customize certain …", + "activation": "free-action] (concentrate, spellshape); Frequency once per week; Effect If your next action is to cast a cozy cabin, planar palace, or resplendent mansion spell, you add a room to the structure that is up to 10 feet per side per rank of the spell. This room is outfitted with all the accoutrements for a particular type of recreation, determined by you when you cast the spell. Any character who spends at least 1 hour using this recreational facility and then sleeps a full 8 hours inside the location created by the spell is exceptionally well-rested. They regain double the amount of Hit Points they would normally receive for an 8-hour rest, and when they make the next day’s preparations, they gain a +1 circumstance bonus to Athletics checks and Will saves for the next 12 hours." + }, + { + "name": "Archivist's Gaze", + "trait": "Apex, Divination, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1038", + "summary": "This strange contraption slides over your eyes, supernaturally sharpening your mind. While peering through it, you can feel some entity whispering to you, telling all sorts of things about the subject of your gaze. You gain a +3 item bonus to Occultism (though some entities might grant a bonus to a different skill, as determined by your GM). In addition, when you employ an exploration tactic other than Investigating, you also gain the benefits of Investigating unless you choose not to.", + "activation": "one-action] command, Interact; Frequency once per hour; Effect Pushing the glasses up your nose and asking the entity for help, you cause the spectacles to cast either true seeing or a 3rd-level comprehend language on you. Because the entity tied to the spectacles chooses which one, the GM picks whichever spell is most immediately useful in your current situation (and chooses the most useful language each time the item casts comprehend language). The spell lasts for 1 minute." + }, + { + "name": "Arctic Vigor", + "trait": "Cold, Evocation, Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1288", + "summary": "This tattoo takes the shape of the face of a roaring polar bear with piercing, ice-blue eyes. You don't take damage from extreme cold or severe cold …", + "activation": "two-actions] command; Frequency once per day; Effect You call forth a blast of polar wind in a 10-foot burst within a range of 30 feet that deals 7d6 cold damage. All creatures in the area must attempt a DC 27 basic Fortitude save." + }, + { + "name": "Arctic Vigor (Greater)", + "trait": "Cold, Evocation, Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1288", + "summary": "This tattoo takes the shape of the face of a roaring polar bear with piercing, ice-blue eyes. You don't take damage from extreme cold or severe cold.", + "activation": "two-actions] command; Frequency once per day; Effect You call forth a blast of polar wind in a 10-foot burst within a range of 30 feet that deals 7d6 cold damage. All creatures in the area must attempt a DC 27 basic Fortitude save." + }, + { + "name": "Armbands of Athleticism", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3057", + "summary": "Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when performing athletic exercises. While fastened to your upper arms, the armbands give you a +2 item bonus to Athletics checks. In addition, whenever you use an action to Climb or Swim and you succeed at the Athletics check, add a +5-foot item bonus to the distance you move." + }, + { + "name": "Armbands of Athleticism (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3057", + "summary": "Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when performing athletic exercises. While fastened to your upper arms, the armbands give you a +2 item bonus to Athletics checks. In addition, whenever you use an action to Climb or Swim and you succeed at the Athletics check, add a +5-foot item bonus to the distance you move." + }, + { + "name": "Armbands of the Gorgon", + "trait": "Apex, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2133", + "summary": "Each of these shining, bluish-gray metal armbands is adorned with the plated visage of a gorgon's head. When targeted by a spell or effect with the incapacitation effect, you treat the result of your save as if it were one degree of success better, and the result of any check made to inflict such an effect on you as one degree of success worse (as if you were more than twice the rank of the spell or effect targeting you). When you invest the armbands, you either increase your Constitution modifier by 1 or increase it to +4, whichever would give you a higher value.", + "activation": "one-action] (manipulate); Frequency once per day; Effect You clap the bracers together and remove a single condition of your choice currently afflicting you. If the condition is permanent, it's instead suppressed for 1 hour." + }, + { + "name": "Armor Latches", + "trait": "Adjustment", + "item_category": "Adjustments", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1824", + "summary": "This armor is easily doffed. A set of armor with armor latches gains the noisy trait; you can't add latches to armor that already possesses the noisy trait. You can remove a set of armor with armor latches with a 3-action activity, which has the manipulate trait. This doesn't affect the time it takes to don the armor." + }, + { + "name": "Armor Polishing Kit", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=2694", + "summary": "This kit can be used to clean and polish armor. Creatures wearing armor that has been maintained by this kit gain a +1 circumstance bonus on Diplomacy checks to Make an Impression on soldiers, guards, Gorumites, and other martially minded characters. This bonus expires after 24 hours, or if the armor is soiled in some way, such as by walking through a sewer or falling in a mud pit." + }, + { + "name": "Armor Potency (+1)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Fundamental Armor Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2785", + "summary": "Magic wards deflect attacks. Increase the armor's item bonus to AC by 1. The armor can be etched with one property rune. You can upgrade the armor …" + }, + { + "name": "Armor Potency (+2)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Fundamental Armor Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2785", + "summary": "Magic wards deflect attacks. Increase the armor's item bonus to AC by 1. The armor can be etched with one property rune." + }, + { + "name": "Armor Potency (+3)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Fundamental Armor Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2785", + "summary": "Magic wards deflect attacks. Increase the armor's item bonus to AC by 1. The armor can be etched with one property rune." + }, + { + "name": "Armored Carriage", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=25", + "summary": "Slow but steady, an armored carriage combines clockwork with a protective hull for a safe and comfortable ride." + }, + { + "name": "Armored Skirt", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=514", + "summary": "These armor-plated skirts, which are also known as armored kilts, are favored by Knights of Lastwall for their versatility and aesthetic appeal. An armored skirt can be donned with 2 Interact actions when it’s worn with light or medium armor, or as part of donning heavy armor." + }, + { + "name": "Armored Sleigh", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=97", + "summary": "Designed to traverse frozen climates, armored sleighs are constructed from heavy oaken timbers covered with iron. These massive vehicles can readily traverse frozen and snow-covered ground while protecting the pilot and crew from the cold." + }, + { + "name": "Armory Bracelet (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2340", + "summary": "Several small charms shaped like weapons hang from an armory bracelet, which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold." + }, + { + "name": "Armory Bracelet (Lesser)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2340", + "summary": "Several small charms shaped like weapons hang from an armory bracelet, which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold." + }, + { + "name": "Armory Bracelet (Major)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2340", + "summary": "Several small charms shaped like weapons hang from an armory bracelet, which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold." + }, + { + "name": "Armory Bracelet (Minor)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2340", + "summary": "Several small charms shaped like weapons hang from an armory bracelet, which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold." + }, + { + "name": "Armory Bracelet (Moderate)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2340", + "summary": "Several small charms shaped like weapons hang from an armory bracelet, which is often brass. The bracelet has one charm each for the groups bow, brawling, club, dart, flail, hammer, knife, pick, polearm, shield, sling, spear, and sword. Rare versions of the armory bracelet include charms for firearms.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect You pull one charm from the bracelet. The charm transforms into a weapon of your choice from the charm's weapon group. If the weapon requires ammunition, it appears with a quiver or pouch with 20 pieces of ammunition for the weapon. The weapon is a +1 striking weapon of the type you chose. After 1 minute, the weapon transforms into a non-magical version and remains until your next daily preparations. At that point, the weapon and any remaining ammunition crumble to dust and all the charms reappear on the bracelet. The weapon and ammunition created with the charm are noticeably different from others and can't be sold." + }, + { + "name": "Aroden's Hearthstone", + "trait": "Arcane, Artifact, Enchantment, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=673", + "summary": "This coin-sized gemstone can be used on its own but must be included in the construction of a hearth in order to fully activate its magic. \r\n", + "activation": "three-actions] command, envision; Frequency once per month; Effect Aroden's Hearthstone draws in heat from the world itself, causing the ambient temperature within 100 miles to drop below 0°F. Within 1 mile of the Hearthstone, the temperature drops to –200°F, rivaling the frigid cold of outer space and dealing 4d6 cold damage each round to every creature in the area. This effect lasts 1 minute, during which time the nearest moon (probably Golarion's) appears an eerie blue color to any observers within 100 miles of the hearthstone. At the end of 1 minute, the hearthstone emits a blast of concentrated heat that deals 25d6 fire damage to creatures and objects within 150 feet." + }, + { + "name": "Aroma Concealer", + "trait": "Alchemical, Consumable, Oil", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3229", + "summary": "This oily mix of herbs and natural detergents can be applied to a creature to reduce and cover any ordinary odors they produce. The creature receives a +2 item bonus to Stealth checks to Hide or Sneak against creatures using primarily smell. This bonus also applies to the DC to Track the creature by scent. The listed amount is enough to cover one Medium or smaller creature and takes 1 minute to apply. The effect lasts for 1 hour after applying.", + "activation": "minute (Interact)" + }, + { + "name": "Aromatic Ammunition", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1188", + "summary": "The components of this ammunition emit a strong smell when combined during its activation. A creature hit by an activated aromatic ammunition gains a distinct odor for up to 1 hour or until the scent is washed off (requiring at least a gallon of water and 10 minutes of scrubbing). Any creatures within 30 feet smell the target, allowing even those with a weak sense of smell to detect its presence, and all creatures gain a +1 item bonus to Track the affected creature for as long as it has the odor. A creature that has imprecise or precise scent doubles the range at which they can detect the target using their scent compared to the normal range of their scent.", + "activation": "one-action] Interact" + }, + { + "name": "Arsenic", + "trait": "Alchemical, Consumable, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3322", + "summary": "This toxin is a compound of arsenic and other substances. You can't reduce your sickened condition while affected. Saving Throw DC 18 …", + "activation": "one-action] (manipulate)" + }, + { + "name": "Artevil Suspension", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Plants", + "bulk": "L", + "url": "/Equipment.aspx?ID=1658", + "summary": "This dried herb is known for its ability to draw toxins from the body, albeit violently. You can administer the suspension orally, Activating the item as part of the same activity you use to Treat Poison. If you succeed at your Medicine check to Treat Poison against an ingested poison, you can reduce the stage of the toxin by one stage, though this can't reduce the stage below stage 1 or cure the poison entirely. If you do, the creature becomes sickened 2 as its body purges the toxin. An artevil suspension doesn't work unless the poison was administered through ingestion; for instance, if a poison can be administered through either ingestion or injury and was administered through injury, the suspension won't work.", + "activation": "Treat Poison" + }, + { + "name": "Artificer Spectacles", + "trait": "Apex, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2134", + "summary": "These seemingly ordinary rectangular eyeglasses feature clear lenses framed in copper. When invested and worn, they rest perfectly on the bridge of the nose and can only be removed by the wearer. You gain a +3 item bonus to Crafting checks and any skill check made to Identify Magic. When you invest the spectacles, you either increase your Intelligence modifier by 1 or increase it to +4, whichever would give you a higher value. You must select the skills and languages the first time you invest the item, and whenever you invest the same artificer spectacles, you get the same skills and languages you chose the first time.", + "activation": "two-actions] (manipulate); Frequency once per hour; Effect You cast a 3rd-rank mending spell on an item you touch." + }, + { + "name": "Artisan's Toolkit", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2703", + "summary": "You need this toolkit to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, a blacksmith's toolkit differs from a woodworker's toolkit. If you wear your artisan's toolkit, you can draw and replace it as part of the action that uses it." + }, + { + "name": "Artisan's Toolkit (Sterling)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2703", + "summary": "You need this toolkit to create items from raw materials with the Craft skill. Different sets are needed for different work, as determined by the GM; for example, a blacksmith's toolkit differs from a woodworker's toolkit. If you wear your artisan's toolkit, you can draw and replace it as part of the action that uses it." + }, + { + "name": "Ascendant Dragon Spirit", + "trait": "Consumable, Magical, Potion, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=3154", + "summary": "This masterfully crafted spirit is mixed into a potent magical cocktail and packaged in a gourd with an engraving of a forest dragon coiling around it. Drinking it imparts an intriguing balance of woodsmoke, honey, and bright floral notes on the back end. When consumed, your arms become infused with the deadly power of a forest dragon. For 1 minute, your unarmed Strikes deal an additional 1d6 poison damage and an additional 1d6 negative damage.", + "activation": "one-action] Interact" + }, + { + "name": "Ash Gown", + "trait": "Fire, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2599", + "summary": "Ash gowns are formal wear spun from smoke, ash, and char collected from the Plane of Fire. Typically, they're voluminous floor-length dresses or three-piece suits, but regardless of their specific tailoring, ash gowns are always an ostentatious display of wealth and loyalty to the powers of the Plane of Fire. They're exceptionally popular in the courts of the Elemental Lords and among the high society of Medina Mudii'a. The gown grants you resistance 5 to fire and a +1 item bonus to Intimidation checks.", + "activation": "Blazing Promenade [two-actions] (manipulate); Frequency once per day; Effect The ash gown ignites in a ferocious blaze, flames licking the floor and trailing behind you like a dancing cape. You Stride and make a Strike at the end of your movement. During the Stride, your flames incinerate minor obstacles in your path; you ignore non-magical difficult terrain, and any you move through is destroyed. Creatures that are adjacent to you at any point during your movement take 2d6 fire damage with a DC 23 basic Reflex save. A creature doesn't need to attempt this save more than once, even if you move past it multiple times." + }, + { + "name": "Ash Gown (Greater)", + "trait": "Fire, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2599", + "summary": "Ash gowns are formal wear spun from smoke, ash, and char collected from the Plane of Fire. Typically, they're voluminous floor-length dresses or three-piece suits, but regardless of their specific tailoring, ash gowns are always an ostentatious display of wealth and loyalty to the powers of the Plane of Fire. They're exceptionally popular in the courts of the Elemental Lords and among the high society of Medina Mudii'a. The gown grants you resistance 5 to fire and a +1 item bonus to Intimidation checks.", + "activation": "Blazing Promenade [two-actions] (manipulate); Frequency once per day; Effect The ash gown ignites in a ferocious blaze, flames licking the floor and trailing behind you like a dancing cape. You Stride and make a Strike at the end of your movement. During the Stride, your flames incinerate minor obstacles in your path; you ignore non-magical difficult terrain, and any you move through is destroyed. Creatures that are adjacent to you at any point during your movement take 2d6 fire damage with a DC 23 basic Reflex save. A creature doesn't need to attempt this save more than once, even if you move past it multiple times." + }, + { + "name": "Ashen", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2550", + "summary": "In his attempts to recreate the initial feeling of the object he encountered ages ago, the Ash Engineer discovered a different effect, one that would confound his enemies. Ashen weapons are typically coated in a thin layer of ash that gradually returns over the span of a day, even after wiping away. A creature hit by an attack from an ashen weapon becomes surrounded by burning ash, which deals 1d4 persistent fire damage. This ash clouds the senses, causing the creature to become confused for 1 round unless it succeeds at a DC 25 Will save." + }, + { + "name": "Ashen (Greater)", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2550", + "summary": "In his attempts to recreate the initial feeling of the object he encountered ages ago, the Ash Engineer discovered a different effect, one that would confound his enemies. Ashen weapons are typically coated in a thin layer of ash that gradually returns over the span of a day, even after wiping away. A creature hit by an attack from an ashen weapon becomes surrounded by burning ash, which deals 1d4 persistent fire damage. This ash clouds the senses, causing the creature to become confused for 1 round unless it succeeds at a DC 25 Will save." + }, + { + "name": "Ashes of the War God", + "trait": "Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3643", + "summary": " Ashes of the war god may be applied to armor, a weapon, or mixed into an elixir or potion . Armor The armor becomes +3 major resilient …", + "activation": "one-action] (manipulate)" + }, + { + "name": "Assassin's Bracers (Type I)", + "trait": "Illusion, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3495", + "summary": "These paired bracers of red leather appear as plain armbands on the outside but display the branded symbol of Achaekek on the inside. They grant the wearer a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5 as armor. You can affix talismans to assassin's bracers as though they were light armor.", + "activation": "Focus on the Doomed [two-actions] (concentrate, manipulate); Frequency once per day; Effect You designate one creature within 30 feet. You cast 4th-rank invisibility on yourself, but the designated creature can still see you. The bracers enhance your appearance to the designated creature, making you appear more fearsome and unnerving, granting you a +1 item bonus to attempts to Feint or Demoralize the designated creature. The designated creature takes a –1 item penalty to saving throws against fear effects." + }, + { + "name": "Assassin's Bracers (Type II)", + "trait": "Illusion, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3495", + "summary": "These paired bracers of red leather appear as plain armbands on the outside but display the branded symbol of Achaekek on the inside. They grant the wearer a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5 as armor. You can affix talismans to assassin's bracers as though they were light armor.", + "activation": "Focus on the Doomed [two-actions] (concentrate, manipulate); Frequency once per day; Effect You designate one creature within 30 feet. You cast 4th-rank invisibility on yourself, but the designated creature can still see you. The bracers enhance your appearance to the designated creature, making you appear more fearsome and unnerving, granting you a +1 item bonus to attempts to Feint or Demoralize the designated creature. The designated creature takes a –1 item penalty to saving throws against fear effects." + }, + { + "name": "Assassin's Bracers (Type III)", + "trait": "Illusion, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3495", + "summary": "These paired bracers of red leather appear as plain armbands on the outside but display the branded symbol of Achaekek on the inside. They grant the wearer a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5 as armor. You can affix talismans to assassin's bracers as though they were light armor.", + "activation": "Focus on the Doomed [two-actions] (concentrate, manipulate); Frequency once per day; Effect You designate one creature within 30 feet. You cast 4th-rank invisibility on yourself, but the designated creature can still see you. The bracers enhance your appearance to the designated creature, making you appear more fearsome and unnerving, granting you a +1 item bonus to attempts to Feint or Demoralize the designated creature. The designated creature takes a –1 item penalty to saving throws against fear effects." + }, + { + "name": "Assisting", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1829", + "summary": "Your armor provides support for your joints or advanced prostheses for missing limbs, holding your body in place and easing physical symptoms. This replicates the benefits of any number of splints, supports, and prostheses. When you invest the armor, you determine how many such supports you want, and where on your body they assist you." + }, + { + "name": "Astral", + "trait": "Magical, Spirit", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2832", + "summary": "Astral weapons command powerful spiritual energy from the Astral Plane. This rune has the same effects as a ghost touch rune, plus Strikes with it deal an extra 1d6 spirit damage. If used to attack a creature that's possessing another creature, this weapon deals no damage to the possessed creature. On a critical hit against a creature possessing another creature, the possessing creature must succeed at a DC 26 Will save or be expelled and unable to possess a creature for 1d4 rounds." + }, + { + "name": "Astral (Greater)", + "trait": "Magical, Spirit", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2832", + "summary": "Astral weapons command powerful spiritual energy from the Astral Plane. This rune has the same effects as a ghost touch rune, plus Strikes with it deal an extra 1d6 spirit damage. If used to attack a creature that's possessing another creature, this weapon deals no damage to the possessed creature. On a critical hit against a creature possessing another creature, the possessing creature must succeed at a DC 26 Will save or be expelled and unable to possess a creature for 1d4 rounds." + }, + { + "name": "Astringent Venom", + "trait": "Alchemical, Consumable, Contact, Poison, Virulent", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1990", + "summary": "This oily, dark-purple powder gives off the distinct odor of boiled leather. When delivered, the poison acts quickly to constrict the victim's blood flow to their extremities and turn their lungs into a soft jelly. A victim of astringent venom is recognizable by the frostbite-like hue of their hands as they lose circulation to their extremities, making it difficult for them to hold things. Each round at the beginning of their turn, a creature affected by astringent venom must succeed at a flat DC 5 check or drop one random item they're holding.", + "activation": "three-actions] (manipulate)" + }, + { + "name": "Astrolabe (Mariner's)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2411", + "summary": "Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival. By spending 1 minute to measure the height of the stars and planets, a holder who knows the time and date can determine the latitude, and a holder who knows their latitude can determine the date and time. An astrolabe also grants a +1 item bonus to checks to identify celestial bodies. A standard astrolabe functions only on steady ground.", + "activation": "minute (Interact)" + }, + { + "name": "Astrolabe (Standard)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2411", + "summary": "Astrolabes can be used for navigation in unfamiliar or featureless locations. To use an astrolabe, the holder must be trained in Survival. By spending 1 minute to measure the height of the stars and planets, a holder who knows the time and date can determine the latitude, and a holder who knows their latitude can determine the date and time. An astrolabe also grants a +1 item bonus to checks to identify celestial bodies. A standard astrolabe functions only on steady ground.", + "activation": "minute (Interact)" + }, + { + "name": "Astrolabe of Falling Stars", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2412", + "summary": "This astrolabe is fashioned of magically attuned platinum plates and rings and is inset with carefully measured ruby gems. The astrolabe's back is engraved with helpful charts, a calendar, and a maker's mark. An astrolabe of falling stars can be used as a mariner's astrolabe. In addition, it can produce the following magical effect.", + "activation": "two-actions] Interact; Frequency once per day; Effect With a flick of your finger, you set the astrolabe's rule spinning, causing the inset rubies to become a blur. Choose a point within 100 feet. The astrolabe of falling stars calls down a brief rain of meteorites in a 10-foot burst centered on that point, dealing 1d8 bludgeoning and 1d8 fire damage to creatures in the area (DC 19 basic Reflex save)." + }, + { + "name": "Atakebune", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=83", + "summary": "The structure of these gargantuan vessels is fully covered by iron. These vessels are akin to floating fortresses rather than true warships, and are typically used in coastal actions and for river blockades. They use oars for propulsion, as their full iron cladding, as well as their bulk, impedes propulsion via sails." + }, + { + "name": "Atlas Arcane", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3922", + "summary": "This well-worn vellum scroll has edges trimmed with golden thread, and it unrolls to reveal a map of the nearby area. The atlas arcane always shows the surrounding area (out to a 36- mile radius centered on the map) with a reasonable level of detail, providing a +1 item bonus to Survival checks and any skill checks to Recall Knowledge, provided the checks are related to the location detailed on the map.", + "activation": "Situation Report [three-actions] (auditory, concentrate, detection, manipulate); Frequency once per day; Effect You speak a command phrase, and the map reveals the location of all troop movements within the area it maps. This intel is current the moment the phrase is spoken but does not update afterward, and moving the map does not reveal further intel." + }, + { + "name": "Atmospheric Breathing Suit", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3244", + "summary": "A combination of waterproof leather, durable glass, and a system of copper tubes allows aquatic creatures who wear this suit to be able to spend time on land. They’re custom‑tailored to fit a wide variety of body types and needs. Part of the system of tubes is set up in a way to allow the wearer to speak and hear as well as they normally would with creatures outside the suit. Water, either fresh or salt, is kept moving throughout the system to keep the wearer moisturized. The moving water allows for easier flow to the gills or breathing apparatus of the creature. It also means that the water will slowly run out. Each suit must be refilled with the proper type of water for a creature every 24 hours. It takes 2 gallons of water to refill a suit." + }, + { + "name": "Atmospheric Staff", + "trait": "Air, Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2576", + "summary": "This staff is made of a dense wood and strikes the ground with an imposing boom. At the top of the staff is a perfectly round obsidian sphere that, when stared at for too long, makes viewers feel as though they're heavier than before. When wielding this staff, you gain a +1 item bonus to saves against forced movement.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Atmospheric Staff (Greater)", + "trait": "Air, Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2576", + "summary": "This staff is made of a dense wood and strikes the ground with an imposing boom. At the top of the staff is a perfectly round obsidian sphere that, when stared at for too long, makes viewers feel as though they're heavier than before. When wielding this staff, you gain a +1 item bonus to saves against forced movement.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Atmospheric Staff (Lesser)", + "trait": "Air, Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2576", + "summary": "This staff is made of a dense wood and strikes the ground with an imposing boom. At the top of the staff is a perfectly round obsidian sphere that, when stared at for too long, makes viewers feel as though they're heavier than before. When wielding this staff, you gain a +1 item bonus to saves against forced movement.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Atmospheric Staff (Major)", + "trait": "Air, Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2576", + "summary": "This staff is made of a dense wood and strikes the ground with an imposing boom. At the top of the staff is a perfectly round obsidian sphere that, when stared at for too long, makes viewers feel as though they're heavier than before. When wielding this staff, you gain a +1 item bonus to saves against forced movement.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Auric Noodles", + "trait": "Alchemical, Consumable, Processed", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1909", + "summary": "Auric noodles are boiled, then pan-fried and tossed with sliced vegetables and a sticky, savory sauce incorporating alchemical reagents. After you eat the noodles, they boost your ability to sense magic for 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to checks to Identify Magic, and you can move at full speed while using the Detect Magic exploration activity.", + "activation": "minutes (manipulate)" + }, + { + "name": "Aurifying Salts", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=805", + "summary": "You can apply this pale eggshell powder to one outfit, one object of up to Medium size, or up to 10 smaller objects in the same space, such as jewelry, to make them appear gilded for 1 hour. If used as part of Making an Impression on an audience swayed by expensive clothing, it makes most clothing or jewelry seem to be worth 10 times as much as they really are. Only someone who closely inspects an affected item notices it's not real gold. If you apply the salts to an object made of metal, the metal softens like gold, reducing its Hardness by 4 (to a minimum of Hardness 10) for 1 hour.", + "activation": "one-action] Interact" + }, + { + "name": "Aurochs Jerky", + "trait": "Alchemical, Consumable, Processed, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=3668", + "summary": "Aurochs meat already makes for tough jerky, but with the right alchemical treatment, it becomes legendarily resilient and imparts that durability to those who eat it. Eating the jerky causes a pair of inch-long horns to grow from your forehead (or causes your existing horns to grow noticeably) for 1 hour. During this time, you gain a +1 item bonus to Fortitude saves. You can end the effect prematurely, causing the horns to retract or revert to their normal size, with a free action that has the concentrate trait.", + "activation": "Aurochs' Endurance [free-action] (concentrate); Trigger You begin your turn and are fatigued. ; Effect You suppress the fatigued condition for 10 minutes. During this time, you are not immune to fatigue and can become fatigued by subsequent effects, but you gain a +2 item bonus to saving throws against effects that would fatigue you." + }, + { + "name": "Authorized", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1864", + "summary": "Sharp needles impale anyone who attempts to wield this weapon other than its rightful owner. Each authorized rune is etched with the blood of a specific creature. If any other creature wields the weapon, needles immediately erupt from the weapon's hilt or shaft, dealing 1d8 piercing damage plus 1d4 persistent bleed damage to the wielder. If the weapon has a striking rune, this damage increases to 1d8 per damage die and 1d4 persistent damage per damage die; this counts only the weapon's base die and dice from the striking rune. The persistent bleed damage can't end while the creature still holds the weapon. The spikes retract once the creature lets go." + }, + { + "name": "Automated Cycle", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=18", + "summary": "This clockwork cycle provides most of its mobility via cogs and gears, which allow the cycle to move at a reasonable pace without the need for significant pedaling effort on the part of the pilot. The pilot uses a system of pedals and steering to control the speed and direction of the vehicle. The vehicle comes equipped with two sidecars, one on each side of the pilot." + }, + { + "name": "Avalanche Boots", + "trait": "Apex, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=2135", + "summary": "While the insides of these boots are comfortable, fur-lined leather, the outsides are a jumble of slate plates, giving the impression of a rockslide. You gain a +3 item bonus to Athletics checks and a +2 circumstance bonus to Force Open and Shove. When you invest the boots, you either increase your Strength modifier by 1 or increase it to +4, whichever would give you a higher value.", + "activation": "free-action] (concentrate); Frequency once per hour; Trigger You succeed or critically succeed with a Shove; Effect If the Shove was a success, you push your opponent up to 10 feet instead of 5 feet. If the Shove was a critical success, you push your opponent up to 20 feet, and you can then choose to knock them prone." + }, + { + "name": "Avalanche of Stones Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1296", + "summary": "When a creature enters the snare's square, the snare releases countless stones to batter the creature, dealing 22d8 bludgeoning damage (DC 40 basic Reflex)." + }, + { + "name": "Avernal Cape", + "trait": "Abjuration, Earth, Invested, Magical, Relic, Unique", + "item_category": "Relics", + "item_subcategory": "Relic Seeds", + "bulk": "L", + "url": "/Equipment.aspx?ID=2667", + "summary": "Made from preserved crimson worm hide, this thick leather cape can deflect incoming blows without serious damage. It functions as a dueling cape and while moved into a protective position, it also grants you fire resistance equal to twice the relic's number of gifts." + }, + { + "name": "Awakened Metal Shot (Awakened Adamantine Shot)", + "trait": "Consumable, Evocation, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1189", + "summary": "These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal's true potential. Each version has a different special effect.", + "activation": "one-action] Interact" + }, + { + "name": "Awakened Metal Shot (Awakened Cold Iron Shot)", + "trait": "Consumable, Evocation, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1189", + "summary": "These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal's true potential. Each version has a different special effect.", + "activation": "one-action] Interact" + }, + { + "name": "Awakened Metal Shot (Awakened Silver Shot)", + "trait": "Consumable, Evocation, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1189", + "summary": "These bullets are formed from a liquefied high-grade precious metal and enchanted to unlock that metal's true potential. Each version has a different special effect.", + "activation": "one-action] Interact" + }, + { + "name": "Axe of the Dwarven Lords", + "trait": "Artifact, Conjuration, Magical, Transmutation, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=609", + "summary": "The blade of this +4 major striking keen returning speed dwarven waraxe is carved with an intricate design depicting countless generations of great dwarven warriors and leaders. The axe has the thrown 30 feet weapon trait, in addition to the normal weapon traits for a dwarven waraxe. Strikes with the axe deal an additional 1d6 damage to orcs. While the axe is in your possession, you gain a +4 item bonus when Crafting armor, jewelry, metalworking, stonemasonry, snares, traps, and weapons. If you are a dwarf, you gain greater darkvision while holding the axe. If you are not a dwarf, you are stupefied 4 while holding the axe, and if you are an orc, you are also drained 4 and enfeebled 4 while holding it.", + "activation": "three-actions] envision, Interact; Frequency once per week; Effect The axe casts a 10th-level summon elemental spell to conjure an elite elemental avalanche. The spell is automatically sustained, requiring no action on your part but still allowing you to command the elemental on each of your turns. You can Dismiss the Spell." + }, + { + "name": "Axolotl", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1665", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Azure Lily Pollen", + "trait": "Alchemical, Consumable, Inhaled, Poison, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1742", + "summary": "Azure lilies are a rare, toxic plant. Once harvested and refined, the effects of the rare azure lily overwhelm the senses with radical swings from torpor to euphoria. Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 mental damage (1 round); Stage 2 3d6 mental damage (1 round); Stage 3 3d6 mental damage and slowed 1 (1 round); Stage 4 3d6 mental damage, slowed 1, and confused (1 round).", + "activation": "one-action] Interact" + }, + { + "name": "Azure Worm Repellent", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=655", + "summary": "Cave worm repellent is a highly noxious oil that can be applied to a creature or sprinkled in a circle around a 10-foot-radius area. In either case, after it is applied, it lasts for 24 hours or until it is scrubbed clean with 1 minute of work.", + "activation": "minute (Interact)" + }, + { + "name": "Backfire Mantle", + "trait": "Abjuration, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=1040", + "summary": "This vivid red cloak of sturdy fabric is favored by aggressive battle alchemists and mages, as well as those cautious warriors who need to advance into the fray ahead of the blast-happy back line. The mantle interposes to protect you from your own and allies' magic, granting you a circumstance bonus to Reflex saves against your own spells, as well as those of your allies. You also gain resistance to splash damage from your own alchemical items and those of your allies." + }, + { + "name": "Backfire Mantle (Greater)", + "trait": "Abjuration, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=1040", + "summary": "This vivid red cloak of sturdy fabric is favored by aggressive battle alchemists and mages, as well as those cautious warriors who need to advance into the fray ahead of the blast-happy back line. The mantle interposes to protect you from your own and allies' magic, granting you a circumstance bonus to Reflex saves against your own spells, as well as those of your allies. You also gain resistance to splash damage from your own alchemical items and those of your allies." + }, + { + "name": "Backpack", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2704", + "summary": "A backpack holds up to 4 Bulk of items, and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible." + }, + { + "name": "Backpack Balloon", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=117", + "summary": "What appears to be a simple, if bulky, backpack conceals clockwork devices that can inflate two large balloons, carrying the backpack’s wearer through the air for brief periods of time. In addition, propellers allow the pilot to move while airborne." + }, + { + "name": "Badger", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1666", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Bag of Cats", + "trait": "Conjuration, Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1085", + "summary": "This beautiful leather bag is lined in soft fur and purrs quietly when pet. ", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You pull the bag over your head and it covers you completely. You then exit the bag in the form of a large cat. You gain the effects of 3rd-level animal form but must use the cat battle form." + }, + { + "name": "Bag of Devouring Type I", + "trait": "Conjuration, Cursed, Extradimensional, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=598", + "summary": "This item appears to be and functions as a bag of holding, but is actually a feeding orifice of a bizarre extradimensional creature. Any animal or vegetable matter put in the bag has a chance of triggering the bag's interest. Whenever you reach into the bag to retrieve an item or place an animal (or plant or animal or plant product) within the bag, roll a DC 9 flat check. On a success, the bag ignores the intrusion. On a failure, the bag devours the triggering material, removing it from this realm of existence; the bag can't eat artifacts or other similarly hard-to-destroy items. If the triggering material is not entirely inside of the bag, such as when someone reaches a hand inside, the bag of devouring attempts to pull it completely inside the bag using a Grapple action, with an Athletics bonus determined by the type of bag. On a success, it devours the victim or object entirely." + }, + { + "name": "Bag of Devouring Type II", + "trait": "Conjuration, Cursed, Extradimensional, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=598", + "summary": "This item appears to be and functions as a bag of holding, but is actually a feeding orifice of a bizarre extradimensional creature. Any animal or vegetable matter put in the bag has a chance of triggering the bag's interest. Whenever you reach into the bag to retrieve an item or place an animal (or plant or animal or plant product) within the bag, roll a DC 9 flat check. On a success, the bag ignores the intrusion. On a failure, the bag devours the triggering material, removing it from this realm of existence; the bag can't eat artifacts or other similarly hard-to-destroy items. If the triggering material is not entirely inside of the bag, such as when someone reaches a hand inside, the bag of devouring attempts to pull it completely inside the bag using a Grapple action, with an Athletics bonus determined by the type of bag. On a success, it devours the victim or object entirely." + }, + { + "name": "Bag of Devouring Type III", + "trait": "Conjuration, Cursed, Extradimensional, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=598", + "summary": "This item appears to be and functions as a bag of holding, but is actually a feeding orifice of a bizarre extradimensional creature. Any animal or vegetable matter put in the bag has a chance of triggering the bag's interest. Whenever you reach into the bag to retrieve an item or place an animal (or plant or animal or plant product) within the bag, roll a DC 9 flat check. On a success, the bag ignores the intrusion. On a failure, the bag devours the triggering material, removing it from this realm of existence; the bag can't eat artifacts or other similarly hard-to-destroy items. If the triggering material is not entirely inside of the bag, such as when someone reaches a hand inside, the bag of devouring attempts to pull it completely inside the bag using a Grapple action, with an Athletics bonus determined by the type of bag. On a success, it devours the victim or object entirely." + }, + { + "name": "Bag of Weasels", + "trait": "Cursed, Extradimensional, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3128", + "summary": "This item appears to be and functions as a type I spacious pouch, until you try to retrieve an item from the bag. Whenever you retrieve an item from the bag of weasels, roll a DC 11 flat check. On a success, you retrieve the item as normal. On a failure, the item you retrieve is transformed into a weasel; this doesn't affect artifacts, cursed items, or other hard-to-destroy items." + }, + { + "name": "Bagpipes of Turmoil", + "trait": "Coda, Occult, Staff", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "1", + "url": "/Equipment.aspx?ID=2265", + "summary": "While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer's enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to Performance checks and to Intimidation checks made to Demoralize.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Bagpipes of Turmoil (Greater)", + "trait": "Coda, Occult, Staff", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "1", + "url": "/Equipment.aspx?ID=2265", + "summary": "While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer's enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to Performance checks and to Intimidation checks made to Demoralize.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Bagpipes of Turmoil (Major)", + "trait": "Coda, Occult, Staff", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "1", + "url": "/Equipment.aspx?ID=2265", + "summary": "While those who appreciate bagpipes may like the sound of this gray reed and black leather instrument, its real purpose is to sow turmoil against a performer's enemies, spreading discord with each note. While playing the bagpipes, you gain a +1 item bonus to Performance checks and to Intimidation checks made to Demoralize.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Baleblood Draft", + "trait": "Alchemical, Consumable, Elixir, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1612", + "summary": "This vial of murky, acrid-smelling liquid is derived from a blend of strange blood, typically coming from aberrations and cryptids. It has no special properties when used alone, but if you drink one shortly before drinking an alchemical elixir, you enhance the elixir's duration. Many tales of mysterious cryptids are actually based on encounters with people suffering the aftereffects of such concoctions.", + "activation": "one-action] Interact" + }, + { + "name": "Balisse Feather", + "trait": "Consumable, Holy, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=3406", + "summary": "This long, fire-red feather smolders from the weapon it adorns. When you activate the feather, the creature you damaged burns with sacred light. The creature must succeed at a DC 29 Will save or take a –2 status penalty to AC and saving throws and reduce its resistances by 5. These effects last until the end of your next turn. This item has no effect on a creature with the holy trait.", + "activation": "free-action] (concentrate); Trigger You deal damage using the affixed weapon to a creature that has the unholy trait or that you witnessed harm an ally, an innocent, or noncombatant within the last minute." + }, + { + "name": "Balisse Feather (Greater)", + "trait": "Consumable, Holy, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=3406", + "summary": "This long, fire-red feather smolders from the weapon it adorns. When you activate the feather, the creature you damaged burns with sacred light. The creature must succeed at a DC 29 Will save or take a –2 status penalty to AC and saving throws and reduce its resistances by 5. These effects last until the end of your next turn. This item has no effect on a creature with the holy trait.", + "activation": "free-action] (concentrate); Trigger You deal damage using the affixed weapon to a creature that has the unholy trait or that you witnessed harm an ally, an innocent, or noncombatant within the last minute." + }, + { + "name": "Ball", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1328", + "summary": "Toy balls come in a variety of shapes, sizes, and compositions, such as with squishy fabric, bouncy rubber, or lightweight wicker, or forms like bean-filled sacks and hard-hide balls." + }, + { + "name": "Bandalore", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1329", + "summary": "Similar to a spool of string, a bandalore consists of two wooden disks connected to a central axle wound with string. By holding the end of the string and releasing the bandalore, a skilled user can move the bandalore up and down, performing a variety of tricks." + }, + { + "name": "Bands of Force", + "trait": "Force, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3058", + "summary": "Decorated with clear gemstones, these thick metal bands spread an inflexible layer of force over your body. The force grants you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5 as armor. You can affix talismans to the bands as though they were light armor.", + "activation": "Return Force [reaction] (force, manipulate); Trigger A creature critically misses you with a melee Strike.; Effect You Shove the creature using the bands' Athletics modifier of +14." + }, + { + "name": "Bands of Force (Greater)", + "trait": "Force, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3058", + "summary": "Decorated with clear gemstones, these thick metal bands spread an inflexible layer of force over your body. The force grants you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5 as armor. You can affix talismans to the bands as though they were light armor.", + "activation": "Return Force [reaction] (force, manipulate); Trigger A creature critically misses you with a melee Strike.; Effect You Shove the creature using the bands' Athletics modifier of +14." + }, + { + "name": "Bands of Force (Major)", + "trait": "Force, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3058", + "summary": "Decorated with clear gemstones, these thick metal bands spread an inflexible layer of force over your body. The force grants you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5 as armor. You can affix talismans to the bands as though they were light armor.", + "activation": "Return Force [reaction] (force, manipulate); Trigger A creature critically misses you with a melee Strike.; Effect You Shove the creature using the bands' Athletics modifier of +14." + }, + { + "name": "Bane", + "trait": "Divination, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1041", + "summary": "A bane rune causes a weapon to grant you improved understanding of creatures of a particular type, allowing you to deal more damage to those creatures. The crafter chooses aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, giant, monitor, ooze, or both fungus and plant. The weapon deals 1d6 additional damage of the weapon's damage type to creatures with the chosen trait or traits. The benefit doesn't apply against creatures of the chosen type disguised as other creatures. It's up to GM discretion whether the bane rune applies against a creature disguised as a creature of the chosen type." + }, + { + "name": "Bane Ammunition (Greater)", + "trait": "Alchemical, Consumable, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1895", + "summary": "Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature— aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes persistent poison damage in addition to the damage the attack normally deals.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bane Ammunition (Lesser)", + "trait": "Alchemical, Consumable, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1895", + "summary": "Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature— aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes persistent poison damage in addition to the damage the attack normally deals.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bane Ammunition (Moderate)", + "trait": "Alchemical, Consumable, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1895", + "summary": "Monster hunters favor bane ammunition that contains a capsule of reagents tailored to a particular type of creature— aberration, animal, beast, dragon, fey, giant, ooze, or both fungus and plant. Each type requires a different formula. When activated bane ammunition hits a target that has a trait matching the selected type, it takes persistent poison damage in addition to the damage the attack normally deals.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bane Oil", + "trait": "Consumable, Magical, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2068", + "summary": "Bane oil comes in as many forms as the bane weapon property rune. Coating a weapon with the oil gives the weapon the benefit of one type of bane rune for 1 minute. A weapon can be coated in only one type of bane oil at a time. Any new application of this oil supersedes any previous one. If a weapon has the bane rune, this oil has no effect if it's of the same type as the rune.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bangles of Crowns", + "trait": "Apex, Enchantment, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2525", + "summary": "This pair of silver bangles is engraved with images of crowns. While wearing the bangles, you are filled with an overwhelming sense of assertiveness and a more commanding presence. You gain a +3 item bonus to Intimidation checks. When you invest the bangles, you either increase your Charisma score by 2 or increase it to 18, whichever is higher.", + "activation": "reaction] envision; Frequency once per hour; Trigger An enemy within 60 feet becomes frightened; Effect You become emboldened by your enemy's fear. You gain a +1 circumstance bonus to checks against the triggering creature for 1 round. You also gain 15 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute." + }, + { + "name": "Banner of Piercing Shards", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3904", + "summary": "This magical banner has an intricately embroidered pattern of shards and cracks across its surface, almost like a broken mirror. Though it always feels dry to the touch, this banner from a distance gleams red as if slightly stained with the blood of your enemies. While holding a banner of piercing shards, you can use the following ability.", + "activation": "Shards Seek Wounds [one-action] (concentrate); Frequency once per minute; Effect Shards of sharpened glass violently shoot out from the magical banner into the newly opened wounds of a nearby enemy. The magical banner deals 1d4 persistent bleed damage to any enemy within the banner’s aura that has been dealt damage since the end of your last turn." + }, + { + "name": "Banner of the Restful", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3905", + "summary": "This peach-colored magical banner offers the promise of a good watch and a comfortable sleep. You and allies within the banner’s aura gain a +1 item bonus to Perception DCs and protection from severe cold and heat." + }, + { + "name": "Banner of the Rising Star", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3906", + "summary": "A single pale star shines bravely amid the dark cloth of this magical banner. The star can be seen even in the dead of night. While holding a banner of the rising star, you can use the following ability.", + "activation": "Rise Up [one-action] (concentrate, healing); Frequency once per minute; Effect The magical banner lifts your allies from the brink of death. An ally within the banner’s aura with the dying condition regains 30 Hit Points, does not increase their wounded condition, and can Stand as a free action. They become immune to Rise Up for 1 day." + }, + { + "name": "Banquet of Hungry Ghosts", + "trait": "Consumable, Enchantment, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "8", + "url": "/Equipment.aspx?ID=1536", + "summary": "This lavish meal with meats, fresh and dried fruits, grains, and wine smells absolutely scrumptious, especially to undead. It comes complete with dishes and dining utensils. You spend an hour setting up this feast to feed one undead creature, who is present throughout the process. The undead must be willing, but the food smells delicious and feeds any unusual hunger the undead has, so an undead motivated mainly by hunger will usually be willing to dine. Incorporeal undead consume the various essences of the meal, allowing them to eat it despite their lack of a body. After it has consumed the meal, the undead becomes friendly to you for 24 hours, or until you take actions to antagonize or anger it. The meal also sates the undead during that time, which could allow an undead with an unnatural hunger to stave off that hunger for a time.", + "activation": "hour (Interact)" + }, + { + "name": "Baochuan", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=84", + "summary": "The keel of these vessels consists of wooden beams bound together with iron hoops to provide added stability during ocean transits. In stormy weather, holes in the prow partially fill with water when the ship pitches forward, lessening the violent turbulence caused by waves. Renowned for their seaworthiness, Baochuan were often chosen for transporting valuable treasure or important emissaries during stormy seasons. As such, they're often referred to as “treasure ships” and highly sought prizes by pirates." + }, + { + "name": "Barbed Vest", + "trait": "Cursed, Invested, Magical, Necromancy, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=820", + "summary": "Viciously sharp spiked chains wrap around this studded leather armor that can be used to magically harm the wearer and channel supernatural abilities without somehow tearing at the leather itself.", + "activation": "two-actions] Interact; Frequency once per day; Effect The barbed vest casts spiritual weapon, summoning a spiked chain to fight for you." + }, + { + "name": "Barding (Heavy; Large)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "8", + "url": "/Equipment.aspx?ID=2778", + "summary": "You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available." + }, + { + "name": "Barding (Heavy; Small or Medium)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "4", + "url": "/Equipment.aspx?ID=2778", + "summary": "You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available." + }, + { + "name": "Barding (Light; Large)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "4", + "url": "/Equipment.aspx?ID=2778", + "summary": "You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available." + }, + { + "name": "Barding (Light; Small or Medium)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2778", + "summary": "You can purchase special armor for animals, called barding (shown on Table 6–18). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal’s size. Unlike for a suit of armor, barding’s Strength entry is listed as a modifier, not a score. Barding can’t be etched with magic runes, though special magical barding might be available." + }, + { + "name": "Barding of the Zephyr", + "trait": "Companion, Invested, Primal", + "item_category": "Worn Items", + "item_subcategory": "Companion Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3014", + "summary": "This light barding is covered in stylized wind motifs. When you suit up your animal companion, the barding adjusts to fit your animal companion regardless of its shape.", + "activation": "Take Flight [two-actions] (manipulate); Frequency once per day; Effect You trace a finger along the wind motifs on the barding, granting your companion wearing the barding a fly Speed of 30 feet for 10 minutes. Even if the companion doesn't have the mount special ability, it can still Fly while being ridden." + }, + { + "name": "Barding Saddle", + "trait": "Companion, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Companion Items", + "bulk": "4", + "url": "/Equipment.aspx?ID=3956", + "summary": "This saddle is covered with well-polished metal plates on the outside and adjusts to fit any mount. ", + "activation": "Ready for Battle [two-actions] (manipulate); Effect You touch the metal plates of the saddle, which begin to unfold around the creature, covering your mount in heavy barding that extends from a simple-looking saddle. The Bulk of the saddle is the same in either form, but your mount isn’t affected by the restrictions or the benefits of wearing barding while it’s in saddle form. If the mount is already wearing barding, this has no effect. You return the barding to saddle form by using the same activity." + }, + { + "name": "Bargainer's Instrument", + "trait": "Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2116", + "summary": "A bargainer’s instrument is a musical implement. The most typical version is a violin made from maple and spruce, its body stained so deep a purple it appears almost black. When activated, the instrument casts a binding circle ritual to conjure a willing extraplanar talent to compete with you in performance.", + "activation": "hour (concentrate, manipulate)" + }, + { + "name": "Barricade Stone (Cube)", + "trait": "Conjuration, Consumable, Magical, Structure, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=1441", + "summary": "The ancient inhabitants of Bloodsalt crafted these magic rocks to construct defenses quickly. In its stone form, a barricade stone appears to be a simple pebble with an unnaturally geometric shape. The size and shape of the stone's final form depends on the type of barricade stone. When you activate the barricade stone, you drop it on the ground, throw it up to 20 feet away, or sling it using a sling weapon. Upon landing, the stone instantly and permanently expands. The stone grows to its maximum size. While normally items with the structure trait put creatures in their area inside the structure, this effect creates solid stone, so it can't be placed in an area where there are creatures. While it's likely to take some time even with the right tools, an activated barricade stone can be destroyed the same as any normal stone structure (Hardness 14, HP 56).", + "activation": "two-actions] command, Interact" + }, + { + "name": "Barricade Stone (Cylinder)", + "trait": "Conjuration, Consumable, Magical, Structure, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=1441", + "summary": "The ancient inhabitants of Bloodsalt crafted these magic rocks to construct defenses quickly. In its stone form, a barricade stone appears to be a simple pebble with an unnaturally geometric shape. The size and shape of the stone's final form depends on the type of barricade stone. When you activate the barricade stone, you drop it on the ground, throw it up to 20 feet away, or sling it using a sling weapon. Upon landing, the stone instantly and permanently expands. The stone grows to its maximum size. While normally items with the structure trait put creatures in their area inside the structure, this effect creates solid stone, so it can't be placed in an area where there are creatures. While it's likely to take some time even with the right tools, an activated barricade stone can be destroyed the same as any normal stone structure (Hardness 14, HP 56).", + "activation": "two-actions] command, Interact" + }, + { + "name": "Barricade Stone (Sphere)", + "trait": "Conjuration, Consumable, Magical, Structure, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=1441", + "summary": "The ancient inhabitants of Bloodsalt crafted these magic rocks to construct defenses quickly. In its stone form, a barricade stone appears to be a simple pebble with an unnaturally geometric shape. The size and shape of the stone's final form depends on the type of barricade stone. When you activate the barricade stone, you drop it on the ground, throw it up to 20 feet away, or sling it using a sling weapon. Upon landing, the stone instantly and permanently expands. The stone grows to its maximum size. While normally items with the structure trait put creatures in their area inside the structure, this effect creates solid stone, so it can't be placed in an area where there are creatures. While it's likely to take some time even with the right tools, an activated barricade stone can be destroyed the same as any normal stone structure (Hardness 14, HP 56).", + "activation": "two-actions] command, Interact" + }, + { + "name": "Basic Chair", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "Mobility Devices", + "bulk": "2", + "url": "/Equipment.aspx?ID=1160", + "summary": "This common wheelchair is ideal for everyday use, but isn't designed for adventuring. Basic chairs are most common among non-adventurers." + }, + { + "name": "Basic Companion Chair", + "trait": "Companion", + "item_category": "Assistive Items", + "item_subcategory": "Animal Companion Mobility Aids", + "bulk": "1", + "url": "/Equipment.aspx?ID=2147", + "summary": "This harness fits around the torso of an animal companion and connects via struts to a number of wheels to assist the companion’s movement. Companion chairs can be fitted for animal companions of any shape or size and have two- and four-wheel configurations. Like the basic chair, a companion chair is ideal for everyday use but not more strenuous activity, making it more common among non-adventurers." + }, + { + "name": "Basic Crafter's Book", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2705", + "summary": "This book contains formulas for Crafting the 0-level common items in this chapter." + }, + { + "name": "Basic Face Mask", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2152", + "summary": "This simple cloth mask, sewn to closely fit your face, is fastened by two sets of strings drawn across your face and secured behind your head. While wearing the mask, you gain a +1 item bonus on any initial saves to avoid contracting airborne diseases, such as choking death or tuberculosis." + }, + { + "name": "Basilisk Eye", + "trait": "Consumable, Magical, Talisman, Visual", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2964", + "summary": "This slimy green stone glows with whenever the shield it adorns blocks a melee attack. When the eye is activated, the attacker must succeed at a DC 25 Fortitude save or become slowed 1 for 1 minute as its body slowly stiffens in partial petrification.", + "activation": "free-action] (concentrate); Trigger You Shield Block a melee attack with the affixed shield." + }, + { + "name": "Bat", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1667", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Bathysphere", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=73", + "summary": "Space 15 feet long, 15 feet wide, 15 feet high" + }, + { + "name": "Baton of the Fallen", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3923", + "summary": "This pale shaft of wood has skulls and the mournful faces of the dead carved into its surface. Cold to the touch, it brings a slight chill to the air and smells of freshly disturbed earth.", + "activation": "Gather the Fallen [three-actions] (manipulate, occult, void); Frequency once per day; Effect You plant the baton into the ground, the soil softly parting to allow it to be solidly seated. Doing so summons a cloud of ghostly spirits in a 30- foot burst. All creatures within the cloud become concealed, and all creatures outside the cloud become concealed to creatures within it. The spirits deal 8d6 void damage to each creature who enters or begins their turn in the cloud (DC 35 basic Fortitude). You are unaffected by the cloud. This effect lasts 1 minute or ends if an adjacent creature spends an Interact action to knock the baton over." + }, + { + "name": "Batsbreath Cane", + "trait": "Magical, Sonic", + "item_category": "Assistive Items", + "item_subcategory": "Canes & Crutches", + "bulk": "L", + "url": "/Equipment.aspx?ID=2155", + "summary": "A specialized +1 striking thundering probing cane made from strengthened spruce wood, a batsbreath cane is distinctive for its brass tip. The tip covers a small hollow in the wood that houses quartz crystals infused with latent storm magic.", + "activation": "one-action] (manipulate); Frequency once per hour; Effect You strike the cane firmly against the ground, causing a pin within the brass tip to tap the crystals and emit a sonic pulse. The pulse reverberates in a 60-foot radius for the next minute, with the cane acting as an antenna to receive the echoes. For 1 minute, as long as you remain in the area and are holding the cane, you gain hearing as a precise sense." + }, + { + "name": "Battering Ammunition", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3862", + "summary": "Etched with the symbol of a ram’s head, activated battering ammunition magically gathers momentum as it flies, imparting this momentum to its target on a successful Strike. It deals bludgeoning damage instead of its normal damage type and pushes the target 5 feet on a successful hit.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Battering Snare", + "trait": "Consumable, Mechanical, Nonlethal, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1509", + "summary": "This snare consists of a flat rock or metal plate held in place with a spring or flexible branch. When triggered, the flat object swings wide and smacks the triggering creature violently. The first creature to enter its square receives 2d6 bludgeoning damage (DC 16 basic Reflex save). On a critical failure, the creature is also stunned 1." + }, + { + "name": "Battery Tower", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=37", + "summary": "The battery tower uses both pushed propulsion and turned propulsion to turn a capstan. Turned propulsion uses the same rules as rowed propulsion. Pushed propulsion uses the same rules as pulled." + }, + { + "name": "Battle Dirigible", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=90", + "summary": "These heavily armored rigid airships are carried aloft by a series of massive gasbags carried within the framework of their hull, protected from damage by a hide and metal skin. Used to control the battlefield from the air, these airships carry both their own armaments as well as one or more gliders mounted on rails for quick deployment along the sides and top." + }, + { + "name": "Battle Medic's Baton", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2187", + "summary": "This short bronze rod has the form of a serpent coiled around it. While you hold it, you gain a +1 item bonus to Medicine checks. ", + "activation": "two-actions] (concentrate, manipulate); Frequency once per hour; Requirements You have the Battle Medicine action; Effect You use Battle Medicine. The target is temporarily immune to your Battle Medicine for 1 hour instead of 1 day." + }, + { + "name": "Beacon of the Wilds", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3907", + "summary": "This magical banner lightens your feet and allows you to move adroitly. This banner is sometimes referred to as the marching flag. You and your allies ignore difficult terrain within the banner’s aura." + }, + { + "name": "Beacon Shot", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2921", + "summary": "The shaft of a beacon shot is studded with flecks of gemstones. When an activated beacon shot hits a target, it embeds itself into that target and spews sparks for 1 minute. If the target is invisible, it becomes merely hidden to creatures who would otherwise be unable to see it. The sparks also negate the concealed condition if the target was otherwise concealed.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Beast Staff", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2245", + "summary": "The visages of beasts are carved into the painted wood of a beast staff, with a large head on top. The staff is a +1 striking staff. While wielding the staff while you have it prepared, you’re affected by speak with animals. If you have Animal Empathy, you gain a +1 circumstance bonus on checks using it.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Beast Staff (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2245", + "summary": "The visages of beasts are carved into the painted wood of a beast staff, with a large head on top. The staff is a +1 striking staff. While wielding the staff while you have it prepared, you’re affected by speak with animals. If you have Animal Empathy, you gain a +1 circumstance bonus on checks using it.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Beast Staff (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2245", + "summary": "The visages of beasts are carved into the painted wood of a beast staff, with a large head on top. The staff is a +1 striking staff. While wielding the staff while you have it prepared, you’re affected by speak with animals. If you have Animal Empathy, you gain a +1 circumstance bonus on checks using it.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Beastmaster's Sigil", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2226", + "summary": "This silver disc displays an ever-changing etching of an animal. When you affix the beastmaster's sigil, the animal settles into a single form based on where you affix it, showing the animal the item can summon when affixed that way. The spell DC of any spell cast by activating this item is 19.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast 4th-rank summon animal to summon a giant scorpion (armor), dire wolf (melee), or fen mosquito swarm (ranged)." + }, + { + "name": "Beastmaster's Sigil (Greater)", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2226", + "summary": "This silver disc displays an ever-changing etching of an animal. When you affix the beastmaster's sigil, the animal settles into a single form based on where you affix it, showing the animal the item can summon when affixed that way. The spell DC of any spell cast by activating this item is 19.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast 4th-rank summon animal to summon a giant scorpion (armor), dire wolf (melee), or fen mosquito swarm (ranged)." + }, + { + "name": "Beastmaster's Sigil (Major)", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2226", + "summary": "This silver disc displays an ever-changing etching of an animal. When you affix the beastmaster's sigil, the animal settles into a single form based on where you affix it, showing the animal the item can summon when affixed that way. The spell DC of any spell cast by activating this item is 19.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast 4th-rank summon animal to summon a giant scorpion (armor), dire wolf (melee), or fen mosquito swarm (ranged)." + }, + { + "name": "Beckoning Cat Amulet", + "trait": "Consumable, Divination, Fortune, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=582", + "summary": "This clay figurine resembles a white cat with a paw outstretched. When it’s activated, any allies within 10 feet who also just failed or critically failed a Reflex saving throw from the same source (such as a fireball spell) can also reroll their saving throw and use the better result.", + "activation": "free-action] envision; Trigger You use a feat or ability to reroll a failed or critically failed Reflex saving throw (such as Cat’s Luck or Halfling Luck)." + }, + { + "name": "Bedroll", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2706", + "summary": "" + }, + { + "name": "Bedroll of Deep Slumber", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3924", + "summary": "This bedroll is made of especially fine cotton, stuffed with goose down, and the hem is inscribed with the sigils of the Dreamlands. If you fall asleep in the bedroll, you gain 5 temporary Hit Points that last while you sleep and for 1 minute after you wake up, as well as a +1 status bonus to saves against mental effects that occur while you are asleep, such as the nightmare spell." + }, + { + "name": "Beehive", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1668", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Beekeeper's Smoker", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3716", + "summary": "This device resembles a teapot with a trigger. When filled with cloth fuel (worth 1 cp) and lit, it smolders and gradually fills with smoke for 10 minutes, during which time you can squeeze the trigger to spray smoke.", + "activation": "Spray Smoke [one-action] (manipulate); Frequency once per minute; Effect You expel smoke into an adjacent 5-foot square. All creatures in that area are concealed, and other creatures are concealed to them. The smoke lasts for 1d4 rounds or until dispersed by strong wind." + }, + { + "name": "Beguiling Crown", + "trait": "Apex, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "2", + "url": "/Equipment.aspx?ID=2136", + "summary": "This hugely massive crown is bedazzled with glimmering jewels and enchanted with powerful magics that make the gold seem to ripple and surge like strange glimmering tide pools. While uncomfortable to wear, the crown beguiles those within the wearer's presence. Creatures within 30 feet of you automatically improve their attitude toward you by one step (up to friendly). This doesn't prevent hostile creatures from attacking you, but it might give you a chance to talk to them before they strike. The dazzling nature of the crown makes it hard for you to read the intentions of others, and you take a –4 status penalty to your Perception DC when someone uses Deception against you. When you invest the crown, you either increase your Charisma modifier by 1 or increase it to +4, whichever would give you a higher value.", + "activation": "two-actions] (concentrate, fortune, mental); Frequency once per day; Effect Choose one living creature within 30 feet of you. That creature must succeed at a DC 41 Will saving throw or become helpful to you for the next 24 hours. If they succeed, they become friendly to you for 1 hour. If they critically succeed they're immune to this effect for 1 year." + }, + { + "name": "Belladonna", + "trait": "Alchemical, Consumable, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3323", + "summary": "Sometimes called “deadly nightshade,” belladonna is a widely available toxin produced from a plant similar to a tomato. Saving Throw DC 19 …", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Bellflower Toolbelt", + "trait": "Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=2308", + "summary": "Different versions of the bellflower toolbelt are customized to appear to suit specific trades, so a belt used for carpentry would look different from a belt for baking.", + "activation": "two-actions] (concentrate, manipulate); Effect You place an object of up to 1 Bulk into the belt, transforming that object into a tool befitting the trade for which the belt was created. Each object remains transformed until it has been removed from the belt for 24 hours or someone uses a single Interact action to return it to its normal form. If enough transformed items are in it, the belt can be used as artisan's tools for that trade." + }, + { + "name": "Bellicose Dagger", + "trait": "Cursed, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2374", + "summary": "The hilt of a bellicose dagger is etched with the word for “war” in various languages. Having absorbed the spirit of violence over the course of its existence, the weapon now craves bloodshed. A bellicose dagger is a +1 striking wounding dagger. However, anytime you interact with creatures, no matter the context, you must succeed at a DC 25 Will save or else find you have, as a reaction, drawn the dagger." + }, + { + "name": "Bellows Pipes", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3925", + "summary": "Smaller than breath-powered bagpipes, the uilleann pipes are worked using a set of elbow bellows, and the pipes are made from finely carved bone. This bagpipe grants you a +1 item bonus to Performance checks while playing music with the instrument.", + "activation": "Hand Chords [two-actions] (auditory, concentrate, manipulate); Frequency once per day; Effect You execute a complex set of complementary arpeggios for dramatic effect. You and all allies within a 15-foot emanation gain a +1 status bonus to the next attack roll, Perception check, saving throw, or skill check you attempt before the end of your next turn. Each target chooses which roll to use the bonus on before rolling." + }, + { + "name": "Belt of Good Health", + "trait": "Invested, Magical, Necromancy", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=913", + "summary": "When you put on this belt, its silver buckle begins to glow, which slowly spreads into the heart-shaped jewel in the center. You increase your maximum Hit Points and current Hit Points by 4." + }, + { + "name": "Belt of Long Life", + "trait": "Apex, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3007", + "summary": "This thick leather belt is engraved with imagery of an ancient tree. You gain 15 temporary Hit Points the first time you invest the belt in a day. When you invest the belt, you either increase your Constitution modifier by 1 or increase it to +4, whichever would give you a higher value.", + "activation": "Call Upon the Ancient Life [one-action] (manipulate); Frequency once per day; Effect You draw upon the life- giving energy of the tree on the belt to gain rapid healing. For 2d4 rounds, at the start of your turn each round, you recover 15 Hit Points." + }, + { + "name": "Belt of the Five Kings", + "trait": "Enchantment, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=410", + "summary": "Made from interlocking plates of silver and gold, this heavy belt bears stylized miniature images of five kingly dwarves. You gain a +1 circumstance bonus to Diplomacy checks to Make an Impression with dwarves or make a Request from dwarves. You also gain a +1 circumstance bonus to Intimidation checks against giants and orcs.", + "activation": "one-action] Interact; Frequency once per day; Requirements You are a dwarf; Effect You tighten the belt one notch to gain temporary Hit Points equal to your level and grant allies within 20 feet of you darkvision. Both effects last for 10 minutes." + }, + { + "name": "Bendy-Arm Mutagen (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1958", + "summary": "Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bendy-Arm Mutagen (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1958", + "summary": "Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bendy-Arm Mutagen (Major)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1958", + "summary": "Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bendy-Arm Mutagen (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1958", + "summary": "Your limbs become extremely limber, letting you stretch and twist to extreme degrees at the cost of fine motor skills.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Benthic Drums", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3926", + "summary": "This large bass drum is made of driftwood and whale hide, with swirling shapes that hint at more distinct and sinister forms carved on its surface. This drum grants you a +2 item bonus to Performance checks while playing music with the instrument. You can communicate basic ideas with whales and other large sea animals by playing music with this instrument.", + "activation": "Call from the Depths [three-actions] (concentrate, emotion, fear, manipulate, mental, sonic); Frequency once per week; Effect You drum a song of an ancient creature, calling forth the cries of a great whale in the minds of your foes. All enemies in a 60-foot emanation take 9d10 sonic damage (DC 36 basic Will save). Creatures who fail are also frightened 1." + }, + { + "name": "Berserker's Cloak", + "trait": "Invested, Primal", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3432", + "summary": "This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear's ferocity. If you have the Rage action, while raging, you grow jaws that deal 1d10 piercing damage and claws that deal 1d6 slashing damage and have the agile trait. This transformation is a morph effect, and both the jaws and claws are unarmed attacks in the brawling weapon group. You gain the benefits of a +1 weapon potency rune and a striking rune with these attacks (gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice by one)." + }, + { + "name": "Berserker's Cloak (Greater)", + "trait": "Invested, Primal", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3432", + "summary": "This bearskin includes the head and bared teeth of the mighty creature from which it was taken. When worn, the cloak drapes over your head and around your shoulders, imbuing you with a bear's ferocity. If you have the Rage action, while raging, you grow jaws that deal 1d10 piercing damage and claws that deal 1d6 slashing damage and have the agile trait. This transformation is a morph effect, and both the jaws and claws are unarmed attacks in the brawling weapon group. You gain the benefits of a +1 weapon potency rune and a striking rune with these attacks (gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice by one)." + }, + { + "name": "Bestial Mutagen (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3315", + "summary": "You gain a +3 item bonus, your claw deals 3d8 slashing damage, your jaws deal 3d10 piercing damage, and the duration is 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bestial Mutagen (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3315", + "summary": "You gain a +1 item bonus, your claw deals 1d4 slashing damage, your jaws deal 1d6 piercing damage, and the duration is 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bestial Mutagen (Major)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3315", + "summary": "You gain a +4 item bonus, your claw deals 4d8 slashing damage, your jaws deal 4d10 piercing damage, and the duration is 1 hour. You gain weapon specialization with the claw and jaws, or greater weapon specialization if you already have weapon specialization with these unarmed attacks.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bestial Mutagen (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3315", + "summary": "You gain a +2 item bonus, your claw deals 2d6 slashing damage, your jaws deal 2d8 piercing damage, and the duration is 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bestiary of Metamorphosis", + "trait": "Grimoire, Magical, Transmutation", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=989", + "summary": "This grimoire fancifully illustrates the spells you inscribe within it with illuminated drawings of creatures that have never existed, the pictures changing to depict new ones from time to time.", + "activation": "one-action] envision (polymorph, transmutation); Frequency once per day; Requirements You're under the effect of a polymorph spell you prepared from this grimoire that offers a choice of multiple forms; Effect You transform into a different form allowed by the polymorph by bending and molding the spell's energy. This reduces the spell's remaining duration by half." + }, + { + "name": "Beverages (Bottle of Fine Wine)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2765", + "summary": "Beverages (Pot of Coffee or Tea)" + }, + { + "name": "Beverages (Bottle of Wine)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2765", + "summary": "Beverages (Pot of Coffee or Tea)" + }, + { + "name": "Beverages (Keg of Ale)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2765", + "summary": "Beverages (Pot of Coffee or Tea)" + }, + { + "name": "Beverages (Mug of Ale)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2765", + "summary": "Beverages (Pot of Coffee or Tea)" + }, + { + "name": "Beverages (Pot of Coffee or Tea)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2765", + "summary": "Beverages (Pot of Coffee or Tea)" + }, + { + "name": "Bewildering Spellgun", + "trait": "Attack, Consumable, Emotion, Magical, Mental, Spellgun", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2117", + "summary": "When stared at, a bewildering spellgun seems to warp the space around it, creating a mind-bending sensation. Whispers of gibberish arise from it, making their way to nearby ears despite any other sounds in the area. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 15 feet. Once fired, the spellgun twists in your hand and melts away.", + "activation": "two-actions] Strike" + }, + { + "name": "Bewitching Bloom (Amaranth)", + "trait": "Enchantment, Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2203", + "summary": "While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have." + }, + { + "name": "Bewitching Bloom (Bellflower)", + "trait": "Enchantment, Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2203", + "summary": "While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have." + }, + { + "name": "Bewitching Bloom (Cherry Blossom)", + "trait": "Enchantment, Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2203", + "summary": "While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have." + }, + { + "name": "Bewitching Bloom (Lilac)", + "trait": "Enchantment, Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2203", + "summary": "While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have." + }, + { + "name": "Bewitching Bloom (Lotus)", + "trait": "Enchantment, Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2203", + "summary": "While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have." + }, + { + "name": "Bewitching Bloom (Magnolia)", + "trait": "Enchantment, Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2203", + "summary": "While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have." + }, + { + "name": "Bewitching Bloom (Purple Iris)", + "trait": "Enchantment, Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2203", + "summary": "While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have." + }, + { + "name": "Bewitching Bloom (Red Rose)", + "trait": "Enchantment, Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2203", + "summary": "While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have." + }, + { + "name": "Bewitching Bloom (White Poppy)", + "trait": "Enchantment, Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2203", + "summary": "While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations. These blooms are colorful, elegant representations of distinct flower species, as determined by its type.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect Choose a willing ally you can see within 30 feet. The ally fills with an emotion themed to the flower and gains the benefit listed for the type of bewitching bloom you have." + }, + { + "name": "Bi-Resonant Wayfinder", + "trait": "Evocation, Illusion, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=470", + "summary": "This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe.", + "activation": "minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space." + }, + { + "name": "Big Rock Bullet", + "trait": "Consumable, Earth, Magical, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1248", + "summary": "A big rock bullet is a sling bullet made of heavy granite, but each piece of ammunition feels much more dense than it appears. When activated, a …", + "activation": "one-action] Interact" + }, + { + "name": "Big Rock Bullet (Greater)", + "trait": "Consumable, Earth, Magical, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1248", + "summary": "The bullet deals 8d6 additional bludgeoning damage, or 4d6 on a failure.", + "activation": "one-action] Interact" + }, + { + "name": "Big Rock Bullet (Major)", + "trait": "Consumable, Earth, Magical, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1248", + "summary": "The bullet deals 12d6 additional bludgeoning damage, or 6d6 on a failure.", + "activation": "one-action] Interact" + }, + { + "name": "Binding Coil", + "trait": "Consumable, Magical, Talisman, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1018", + "summary": "This talisman, a bright red coil that's warm to the touch and faintly resembles a serpent, wraps entirely around your weapon. When you activate this talisman's effect, attempt to Grapple the creature you hit. On a success, rather than the normal Grapple effects, the coil instead wraps itself around the target with one end remaining attached to your weapon. Your opponent must succeed at a DC 20 Escape check to break free. The coil breaks if you move any further away from the bound opponent, but not if you move any closer.", + "activation": "free-action] envision; Trigger Your Strike with the affixed weapon damages a creature; Requirements You're an expert in Athletics." + }, + { + "name": "Binding Coil (Greater)", + "trait": "Consumable, Magical, Talisman, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1018", + "summary": "This talisman, a bright red coil that's warm to the touch and faintly resembles a serpent, wraps entirely around your weapon. When you activate this talisman's effect, attempt to Grapple the creature you hit. On a success, rather than the normal Grapple effects, the coil instead wraps itself around the target with one end remaining attached to your weapon. Your opponent must succeed at a DC 20 Escape check to break free. The coil breaks if you move any further away from the bound opponent, but not if you move any closer.", + "activation": "free-action] envision; Trigger Your Strike with the affixed weapon damages a creature; Requirements You're an expert in Athletics." + }, + { + "name": "Binding Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1122", + "summary": "When a creature enters the snare's square, several strands of strong wires ending in jagged hooks latch onto it before hauling it to the ground. The snare deals 2d6 piercing damage, and the targeted creature must attempt a DC 28 Reflex save." + }, + { + "name": "Bioluminescence Bomb", + "trait": "Alchemical, Bomb, Consumable, Light, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1819", + "summary": "This vial of glowing goo constantly sheds dim light in a 10-foot radius. When a bioluminescence bomb strikes a creature or a hard surface, it shatters and releases the bioluminescent fluid's energy in a flare of light. Each creature within 10 feet of where the bomb exploded must succeed at a DC 17 Reflex save or be marked with dye that continues to glow for 24 hours. An affected creature must also attempt a DC 17 Fortitude saving throw against the overwhelming burst of light.", + "activation": "one-action] Strike", + "effect": "This vial of glowing goo constantly sheds dim light in a 10-foot radius. When a bioluminescence bomb strikes a creature or a hard surface, it …" + }, + { + "name": "Bioluminescent Stripes", + "trait": "Graft, Invested, Light, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3178", + "summary": "A line of glands embedded in your skin secretes a chemical that glows when it interacts with the air. As a single action, you can activate your bioluminescent stripes to glow with a bright light in a 20-foot radius and dim light for the next 20 feet. While you are glowing, you can’t be undetected and you take a –4 item penalty to Stealth checks to Hide and Sneak. You can Dismiss the glow as a free action." + }, + { + "name": "Bird", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1669", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Bird (House Eagle)", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1669", + "summary": "These smaller falcons feature the brown-and-white markings of eagles and are popular among Eagle Knights. They serve both as a symbol of national pride and help keep watch in the field. They can be kept in a home but require a dedicated perch. They're known for pouncing on and tearing up floor rugs." + }, + { + "name": "Biting Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3364", + "summary": "This snare closes shut on the leg of a creature. The snare deals 5d6 piercing damage to the first creature that enters its square; that creature must attempt a DC 21 Reflex save." + }, + { + "name": "Bitter", + "trait": "Magical, Poison, Transmutation, Uncommon", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1258", + "summary": "While you wear this acrid armor, any creature that Engulfs you or Swallows you Whole is sickened 1; if it spends an action retching to reduce the sickened condition, you can attempt to Escape as a reaction." + }, + { + "name": "Bitterblood Elixir", + "trait": "Alchemical, Consumable, Elixir, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3793", + "summary": "Bitterblood elixir is a pale pink color, like that of water tinted by a few drops of blood. After you drink this elixir, your blood becomes dangerous for other creatures to consume. For the next hour, whenever a creature drinks your blood, the elixir changes your blood into a foul-tasting acid as it mixes with the drinker’s saliva. You’re unharmed by this transformation, but the blood drinker must attempt a DC 20 Fortitude save.", + "activation": "manipulate)" + }, + { + "name": "Black Adder Venom", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3324", + "summary": "Adder venom is a simple but effective way to enhance a weapon. Saving Throw DC 18 Fortitude; Maximum Duration 3 rounds; Stage 1 1d4 poison …", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Black Ash", + "trait": "Catalyst, Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "", + "url": "/Equipment.aspx?ID=3746", + "summary": "On certain rare occasions, when a particularly despoiled tree or a powerful demonic fungal infestation (such as a Jeharlu Spore) is destroyed, the grimy black ash that remains behind functions as a catalyst called black ash. A wall of thorns empowered with this catalyst gains the fungus trait and appears diseased and toxic, with greasy filaments of dripping fungus growing through its vines. A creature damaged by this wall’s thorns takes an additional amount of persistent poison damage.", + "activation": "Cast a Spell" + }, + { + "name": "Black Lotus Extract", + "trait": "Alchemical, Consumable, Contact, Poison, Virulent", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3325", + "summary": "Black lotus extract causes severe internal bleeding. Saving Throw DC 42 Fortitude; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 13d6 …", + "activation": "one-action] (manipulate)" + }, + { + "name": "Black Powder (Dose or Round)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1190", + "summary": "Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions. Black powder becomes inert and useless when wet and must be kept in a sealed, water-tight container.", + "activation": "one-action] Interact" + }, + { + "name": "Black Powder (Horn)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1190", + "summary": "Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions. Black powder becomes inert and useless when wet and must be kept in a sealed, water-tight container.", + "activation": "one-action] Interact" + }, + { + "name": "Black Powder (Keg)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1190", + "summary": "Black powder is a volatile and explosive alchemical substance commonly used in the production of firearm munitions. Black powder becomes inert and useless when wet and must be kept in a sealed, water-tight container.", + "activation": "one-action] Interact" + }, + { + "name": "Black Smear Poison", + "trait": "Alchemical, Consumable, Injury, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=485", + "summary": "Many calignis use a debilitating poison crafted from subterranean fungi. Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 …", + "activation": "three-actions] Interact" + }, + { + "name": "Black Tendril Shot (Greater)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2045", + "summary": "A glistening, tar-like substance that's displeasing to the touch coats a black tendril shot. When the activated ammunition hits a target, it exudes tendrils that encase the target, which must attempt a Fortitude saving throw. The ammunition's effects last until the target Escapes. DCs for the saving throw and Escape vary by type.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Black Tendril Shot (Lesser)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2045", + "summary": "A glistening, tar-like substance that's displeasing to the touch coats a black tendril shot. When the activated ammunition hits a target, it exudes tendrils that encase the target, which must attempt a Fortitude saving throw. The ammunition's effects last until the target Escapes. DCs for the saving throw and Escape vary by type.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Black Tendril Shot (Moderate)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2045", + "summary": "A glistening, tar-like substance that's displeasing to the touch coats a black tendril shot. When the activated ammunition hits a target, it exudes tendrils that encase the target, which must attempt a Fortitude saving throw. The ammunition's effects last until the target Escapes. DCs for the saving throw and Escape vary by type.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Blackaxe", + "trait": "Artifact, Cursed, Primal, Unholy, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3176", + "summary": "This potent weapon used by Treerazer is a +4 greater corrosive major striking obsidian greataxe that grants a +4 item bonus to attack rolls, deals an extra 2d6 damage to plants, and has the properties of adamantine. It deals an additional die of damage when wielded by Treerazer.", + "activation": "Rejuvenating Deforestation [one-action] (concentrate, death, healing, positive); Frequency once per minute; Effect Make a Strike against a living tree with Blackaxe. If it hits, the tree withers to ash and you heal 250 Hit Points and gain the benefit of a 6th-rank sound body spell." + }, + { + "name": "Blackfinger Blight", + "trait": "Alchemical, Consumable, Contact, Poison, Rare, Virulent", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=821", + "summary": "This oily, dark purple powder gives off the distinct odor of boiled leather. When delivered, the poison acts quickly to constrict the victim's blood flow to their extremities and turn their lungs into a soft jelly. A victim of blackfinger blight is recognizable by the pores of their fingertips weeping an inky oil that coats their hands and makes it difficult to hold things. Each round, at the beginning of their turn, a creature affected by blackfinger blight must succeed at a flat DC 5 check or drop one random item they're holding.", + "activation": "two-actions] Interact" + }, + { + "name": "Blade Launcher", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1096", + "summary": "A blade launcher has a bow-like assembly mounted on a handled frame. The frame can be configured to fire either a dagger, dart, shuriken, or starknife. Configuring a blade launcher requires three Interact actions. Once properly configured, loading an appropriate thrown weapon into a blade launcher requires a single Interact action. A blade launcher can't fire weapons for which it's not currently configured. A weapon fired with a blade launcher loses the agile, monk, thrown, and versatile traits, if it has them, and has a range increment of 40 feet. Due to losing the thrown weapon trait, returning and most other effects that allow a weapon to return don't function; even if a launched weapon did return, you'd still need to load it into the blade launcher with an Interact action to fire the blade launcher again." + }, + { + "name": "Blade of Fallen Stars", + "trait": "Artifact, Combination, Evocation, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2574", + "summary": "This +4 major striking greater frost gun sword is made from high-grade cold siccatite. This gun sword's elegant, silvery blade is double-edged and etched with stars and constellations that move and mirror the night sky. The blade absorbs starlight, and prolonged exposure causes it to form a layer of glittering residue. Smiths in Dongun Hold forged this weapon by combining the cracked remains of a skymetal arquebus and the shards of an exceptional elven greatsword. Some tales of the forging report that the sword was Tear of Eventide, a great blade forged out of starlight for the battle between Desna and Aolar. Whether or not that was the case, dwarven curators who examined the shards simply noted that the blade's material was compatible with the cracked gun. After an extremely tense diplomatic brunch, the weapon is now regarded as a miracle of elven artistry and dwarven engineering, and a powerful symbol of allyship between their kingdoms.", + "activation": "two-actions] command, Interact; Requirements The blade of fallen stars was exposed to starlight for at least one hour since the last time this ability was used; Effect The coating on the blade seeps into the engravings and is collected in the barrel. On your next ranged Strike, the weapon fires a glowing white projectile with a blazing blue tail that explodes on impact. In addition to the normal Strike damage, the projectile also deals 6d8 cold damage and creates a faerie fire effect in a 5-foot emanation centered on the target." + }, + { + "name": "Blade Phantom's Guide", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3876", + "summary": "A blade phantom’s guide is a metal rectangle, often on a chain, etched with an image of a warrior in a fighting stance. When you apply a blade phantom’s guide to a weapon, it summons a spiritual fragment of a warrior who was adept with that weapon. For 1 minute, you treat your proficiency with that weapon as equal to your highest weapon proficiency. This effect cannot affect a weapon whose level is higher than the blade phantom’s guide (11th).", + "activation": "one-action] (manipulate)" + }, + { + "name": "Blakenshipper", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3927", + "summary": "This strange instrument is both played and worn, consisting of a set of pipes on a metal arm attached to a harness, a horn, a drum attached to a foot pedal, arm bellows, various keys, cymbals, and more esoteric elements. The blakenshipper grants you a +1 item bonus to Performance checks while playing music with the instrument.", + "activation": "Be the Band [three-actions] (auditory, concentrate, manipulate); Frequency once per day; Effect You work double-time, playing an entire band’s composition yourself, bolstering those around you by your mighty effort. You and all allies within a 60-foot emanation gain 15 temporary Hit Points that last for 1 round. For the next minute, you can Sustain to continue the music, granting you and all allies within a 60-foot emanation 5 temporary Hit Points that last for 1 round; this Sustain action gains the auditory and manipulate traits." + }, + { + "name": "Blast Boots (Greater)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1104", + "summary": "When you Activate the greater blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 50 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 75 feet. Additionally, for 1 minute, the greater blast boots continue to boost your jumps. Every time you Leap during the duration, you can move 30 feet in any direction, or your normal Leap distance, whichever is further.", + "activation": "one-action] Interact" + }, + { + "name": "Blast Boots (Lesser)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1104", + "summary": "These sets of rockets come in pairs and strap onto existing footwear (or a creature's feet). Inserting them and aligning them properly takes 1 minute. When you Activate the blast boots, you can High Jump or Long Jump, without the need to Stride first. Higher-level versions increase the distance of your High Jump or Long Jump.", + "activation": "one-action] Interact" + }, + { + "name": "Blast Boots (Major)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1104", + "summary": "When you Activate the major blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 80 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 120 feet. Additionally, for 1 minute, the major blast boots remain active, allowing you to clumsily fly through the air for the duration. You gain a 30-foot Fly speed for the duration, but any time you Fly, you are clumsy 1 until the start of your next turn.", + "activation": "one-action] Interact" + }, + { + "name": "Blast Boots (Moderate)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1104", + "summary": "When you Activate the moderate blast boots to High Jump, you can increase the vertical distance of your High Jump by up to 30 feet. When you Activate them to Long Jump, you can increase the horizontal distance of your Long Jump by up to 45 feet.", + "activation": "one-action] Interact" + }, + { + "name": "Blast Foot", + "trait": "Evocation, Invested, Magical", + "item_category": "Assistive Items", + "item_subcategory": "Prostheses", + "bulk": "1", + "url": "/Equipment.aspx?ID=1366", + "summary": "These prosthetic feet and legs, created by dwarven alchemists and spellcasters together, are engraved with simple but effective evocation symbols on the ball and heel, empowering you to leap to great heights and blast foes with your feet.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You blast from your feet, dealing 4d6 force damage to all creatures in a 15-foot cone, with a basic Reflex save." + }, + { + "name": "Blast Foot (Greater)", + "trait": "Evocation, Invested, Magical", + "item_category": "Assistive Items", + "item_subcategory": "Prostheses", + "bulk": "1", + "url": "/Equipment.aspx?ID=1366", + "summary": "You can use the first activation once per minute, and the second activation unleashes a 30-foot cone that deals 8d6 damage.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You blast from your feet, dealing 4d6 force damage to all creatures in a 15-foot cone, with a basic Reflex save." + }, + { + "name": "Blasting Stone (Greater)", + "trait": "Alchemical, Bomb, Consumable, Sonic, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3288", + "summary": "When this pebble hits a creature or a hard surface, it explodes with a deafening bang. A blasting stone 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 blasting stones grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "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." + }, + { + "name": "Blasting Stone (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Sonic, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3288", + "summary": "When this pebble hits a creature or a hard surface, it explodes with a deafening bang. A blasting stone 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 blasting stones grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17." + }, + { + "name": "Blasting Stone (Major)", + "trait": "Alchemical, Bomb, Consumable, Sonic, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3288", + "summary": "When this pebble hits a creature or a hard surface, it explodes with a deafening bang. A blasting stone 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 blasting stones grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "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." + }, + { + "name": "Blasting Stone (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Sonic, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3288", + "summary": "When this pebble hits a creature or a hard surface, it explodes with a deafening bang. A blasting stone 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 blasting stones grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "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." + }, + { + "name": "Blaze", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1547", + "summary": "This acrid blend of black powder, honey, saltpeter, sulfur, and stranger ingredients sees plenty of use in the Mana Wastes, where magical environmental protection is unreliable. Users experience euphoric feelings of warmth and wellbeing followed by intense bouts of dehydration and disorientation.", + "activation": "one-action] Interact" + }, + { + "name": "Blazing Banner", + "trait": "Aura, Fire, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3908", + "summary": "This magical banner shimmers in a fiery array of reds, oranges, and yellows. The rampant threads catch light in the wind and give the appearance of a blazing flame. Whenever you or an ally within the banner’s aura critically succeeds with a Strike, the Strike deals an additional 1d4 persistent fire damage." + }, + { + "name": "Blazons of Shared Power", + "trait": "Evocation, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1221", + "summary": "These brass emblems come in a variety of designs, usually customized to the purchaser to reflect the heraldry of a family or guild. Blazons of shared power come in sets of three. When you invest the blazons, you wear one of the three on your chest, and you attach the others to a pair of one-handed weapons, choosing one as the primary weapon and one as the secondary weapon. These weapons can be either melee weapons or ranged weapons. As long as you're wielding both the primary weapon and the secondary weapon, the secondary weapon gains the benefit of the fundamental runes on the primary weapon. A weapon can only have a single blazon of shared power attached to it at a time." + }, + { + "name": "Blazons of Shared Power (Greater)", + "trait": "Evocation, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1221", + "summary": "These brass emblems come in a variety of designs, usually customized to the purchaser to reflect the heraldry of a family or guild. Blazons of shared power come in sets of three. When you invest the blazons, you wear one of the three on your chest, and you attach the others to a pair of one-handed weapons, choosing one as the primary weapon and one as the secondary weapon. These weapons can be either melee weapons or ranged weapons. As long as you're wielding both the primary weapon and the secondary weapon, the secondary weapon gains the benefit of the fundamental runes on the primary weapon. A weapon can only have a single blazon of shared power attached to it at a time." + }, + { + "name": "Bleachguard Doll", + "trait": "Intelligent, Magical, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2393", + "summary": "Rather than seeking out new experiences to stave off the Bleaching, gnome spellcasters with the right know-how can infuse a small fragment of their consciousness into a doll, then send the doll off with a crew of adventurers to experience new things. Such gnomes might have difficulties that keep them from exploring or might be preoccupied with other pursuits, but the doll acts as an intermediary, transmitting the benefits of new experiences to its creator via a potent, but passive, psychic link. A bleachguard doll has the alignment and demeanor of its creator, but new experiences can cause the two to diverge. The doll's creator is neither able to control it nor are they constantly aware of its activities. If the original creator perishes, the doll sometimes becomes inert (essentially dying as well), sometimes remains an intelligent item, and sometimes becomes a normal soulbound doll, diminished in power but with some of the item's capabilities.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect The bleachguard doll animates per summon construct as a soulbound doll, retaining pertinent item statistics, cantrips, and its spell instead of those of the soulbound doll. The soulbound doll can Cast a Spell only if the bleachguard doll has a use of that spell remaining for the day. When reduced to 0 Hit Points or this activation ends, the bleachguard doll becomes inert but repairs itself at the rate of 1 Hit Point per hour. This activation is unavailable until the doll has 23 Hit Points again." + }, + { + "name": "Bleeding Canines", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3187", + "summary": "Some of your teeth have been replaced with those of a larger meat-eating predator. You gain a jaws unarmed attack that deals 1d6 piercing damage. These jaws are in the brawling group." + }, + { + "name": "Bleeding Spines Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3365", + "summary": "When a creature enters the square, thorny spines protrude out to stab it, dealing 8d8 piercing damage and 2d8 persistent bleed damage. The creature must attempt a DC 31 basic Reflex saving throw. After the initial trigger, the spines retract and protrude again repeatedly for 1 minute, forcing any creature that enters the space or ends its turn in the space to take damage from the spines (attempting the same basic Reflex save)." + }, + { + "name": "Blending Brooch", + "trait": "Consumable, Illusion, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2097", + "summary": "This small, matte-black pin always seems to be on the periphery of your vision, even when you stare directly at it. When you Activate the talisman, choose one creature you can see. You become invisible to that creature unless it succeeds at a DC 28 Will save. This effect lasts for 1 minute or until the target hits you with an attack, whichever comes first.", + "activation": "free-action] (concentrate); Trigger You roll initiative using Stealth and can see a creature; Requirements You are a master in Stealth." + }, + { + "name": "Blessed Ampoule", + "trait": "Divine, Evocation, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1521", + "summary": "This small glass vial contains a drop of holy water . When activated, the weapon's physical damage for the Strike becomes good damage.", + "activation": "free-action] envision; Trigger Your Strike with the affixed weapon hits a target; Requirements You're an expert with the affixed weapon." + }, + { + "name": "Blessed Tattoo", + "trait": "Abjuration, Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=498", + "summary": "You can activate the tattoo as a reaction instead of a two-action activity, triggered when a demon attacks you or you attempt a saving throw against a demon’s ability.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You gain the effect of protection against evil." + }, + { + "name": "Blight Bomb (Greater)", + "trait": "Alchemical, Bomb, Consumable, Poison, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3289", + "summary": "Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage, persistent poison damage, and splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage, 3d4 persistent poison damage, and 3 poison splash damage." + }, + { + "name": "Blight Bomb (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Poison, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3289", + "summary": "Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage, persistent poison damage, and splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d4 poison damage, 1d4 persistent poison damage, and 1 poison splash damage." + }, + { + "name": "Blight Bomb (Major)", + "trait": "Alchemical, Bomb, Consumable, Poison, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3289", + "summary": "Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage, persistent poison damage, and splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage, 4d4 persistent poison damage, and 4 poison splash damage." + }, + { + "name": "Blight Bomb (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Poison, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3289", + "summary": "Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage, persistent poison damage, and splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage, 2d4 persistent poison damage, and 2 poison splash damage." + }, + { + "name": "Blight Breath", + "trait": "Air, Bottled Breath, Consumable, Magical, Poison", + "item_category": "Consumables", + "item_subcategory": "Bottled Breath", + "bulk": "L", + "url": "/Equipment.aspx?ID=2577", + "summary": "This foul-smelling bottle contains compressed, noxious fumes. After you inhale the odious gases of the blight breath, you gain resistance 10 to poison for as long as you hold your breath. You can exhale the blight breath as a single action. The resulting spray of noxious fumes deals 10d6 poison damage to each creature in a 15-foot cone, with a DC 29 basic Reflex save.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Blightburn Bomb", + "trait": "Alchemical, Bomb, Consumable, Disease, Poison, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1902", + "summary": "Blightburn bombs have radioactive materials sealed inside flasks treated with lead. The bomb grants an item bonus to attack rolls and deals poison damage, persistent poison damage, and poison splash damage, according to the bomb's type. A creature that takes the persistent poison damage deals the splash damage again from its current position as the radiation continues to harm nearby creatures. The persistent damage can last up to 1 minute. Blightburn bombs also expose the primary target to blightburn sickness at the listed Fortitude DC.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The …" + }, + { + "name": "Blightburn Bomb (Greater)", + "trait": "Alchemical, Bomb, Consumable, Disease, Poison, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1902", + "summary": "Blightburn bombs have radioactive materials sealed inside flasks treated with lead. The bomb grants an item bonus to attack rolls and deals poison damage, persistent poison damage, and poison splash damage, according to the bomb's type. A creature that takes the persistent poison damage deals the splash damage again from its current position as the radiation continues to harm nearby creatures. The persistent damage can last up to 1 minute. Blightburn bombs also expose the primary target to blightburn sickness at the listed Fortitude DC.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The …" + }, + { + "name": "Blightburn Resin", + "trait": "Alchemical, Consumable, Contact, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3326", + "summary": "This tacky, hardened sap is harvested from trees infected by fungal blights and exposed to open flames. Saving Throw DC 30 Fortitude; Onset 1 …", + "activation": "one-action] (manipulate)" + }, + { + "name": "Blightburn Ward", + "trait": "Abjuration, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=653", + "summary": "This heavy iron necklace is decorated with tiny gems that resemble the stars in the ceiling high above the Vault of the Black Desert. While you have invested this item, you cannot contract blightburn sickness. It doesn't cure blightburn sickness if you already have it, but the disease's stage can't progress while you wear it." + }, + { + "name": "Blindpepper Bolt", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1249", + "summary": "The head of this bolt is a vented container that smells strongly of caustic pepper. When an activated blindpepper bolt hits a target, it deals no damage; instead the creature must attempt a DC 17 Fortitude save. If the Strike was a critical success, the target takes a –2 circumstance penalty to its Fortitude save. At the GM's discretion, a creature with no eyes or olfactory organs might not be affected by this item.", + "activation": "one-action] Interact" + }, + { + "name": "Blindpepper Bomb", + "trait": "Alchemical, Bomb, Consumable, Uncommon, Visual", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=799", + "summary": "Though expensive, these single-use alchemical bombs are often used by police forces to disperse unruly crowds and quell riots without risking permanent physical injury to either officers or civilians. The bomb can be thrown up to 30 feet, causing it to explode, spraying the aerosolized pepper dust in a 15-foot-radius burst. All creatures in the area must succeed at a DC 18 Reflex save to avoid inhaling the dust or getting it in their eyes. On a failed save, the creature is blinded for 1 round and then dazzled for 1 round. On a critical failure, the creature is blinded for 1 round, sickened 1, and dazzled until it removes the sickened condition.", + "activation": "one-action] Strike", + "effect": "Though expensive, these single-use alchemical bombs are often used by police forces to disperse unruly crowds and quell riots without risking …" + }, + { + "name": "Blindpepper Tube", + "trait": "Alchemical, Consumable, Uncommon, Visual", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=800", + "summary": "This single-use pacification device consists of finely ground hot pepper loaded into a sealed, blowgun-style tube with a one-way valve and a range of 5 feet. To use it, the wielder must tear open the tube's seal as an Interact action, then spend another action to blow the hot pepper into an adjacent creature's face. These actions don't have to be taken in the same round. The target must attempt a DC 15 Reflex save to avoid inhaling the pepper or getting it in their eyes. On a failed save, the creature is blinded for 1 round and then dazzled for 1 round. On a critical failure, the creature is blinded for 1 round, sickened 1, and dazzled until it removes the sickened condition." + }, + { + "name": "Blister Ammunition (Greater)", + "trait": "Alchemical, Consumable, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1896", + "summary": "Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is dazzled for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single Interact action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 Interact actions scratching and sneezing. These Interact actions don't need to be consecutive.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Blister Ammunition (Lesser)", + "trait": "Alchemical, Consumable, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1896", + "summary": "Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is dazzled for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single Interact action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 Interact actions scratching and sneezing. These Interact actions don't need to be consecutive.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Blister Ammunition (Moderate)", + "trait": "Alchemical, Consumable, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1896", + "summary": "Blister ammunition is loaded with alchemically processed irritants, such as pollen, pepper, and formic acid. A creature hit by activated blister ammunition must attempt a Fortitude save or begin to itch uncontrollably in addition to damage the attack normally deals. On a critical hit, increase the Fortitude DC by 2, and the target is dazzled for 1 round. For the duration, each time the target attempts a concentrate action, it must attempt a DC 8 flat check, losing the action on a failure. An affected creature can use a single Interact action to scratch and sneeze, allowing it to automatically pass the flat check. The effect ends early once an affected creature spends 3 Interact actions scratching and sneezing. These Interact actions don't need to be consecutive.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Blisterwort", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1991", + "summary": "This clear, viscous liquid causes lesions and blisters that spread quickly. The victim's pain response increases and flesh breaks easily under physical stress.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Blocks", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1330", + "summary": "These wooden blocks can be stacked to build flimsy structures. A standard set comes in a small sack with 12 blocks." + }, + { + "name": "Blood Bomb (Greater)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2669", + "summary": "This flask is full of shrapnel and anti-coagulants designed to make targets bleed out. It deals 1 slashing damage, the listed persistent bleed damage, and the listed slashing splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent bleed damage and 3 slashing splash damage." + }, + { + "name": "Blood Bomb (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2669", + "summary": "This flask is full of shrapnel and anti-coagulants designed to make targets bleed out. It deals 1 slashing damage, the listed persistent bleed damage, and the listed slashing splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "It deals 1d6 persistent bleed damage and 1 slashing splash damage." + }, + { + "name": "Blood Bomb (Major)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2669", + "summary": "This flask is full of shrapnel and anti-coagulants designed to make targets bleed out. It deals 1 slashing damage, the listed persistent bleed damage, and the listed slashing splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 6d6 persistent bleed damage and 4 slashing splash damage." + }, + { + "name": "Blood Bomb (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2669", + "summary": "This flask is full of shrapnel and anti-coagulants designed to make targets bleed out. It deals 1 slashing damage, the listed persistent bleed damage, and the listed slashing splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent bleed damage and 2 slashing splash damage." + }, + { + "name": "Blood Booster (Greater)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1957", + "summary": "This elixir bolsters your body's natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the listed resistance to persistent bleed and persistent poison damage, and you lower the DC for any flat checks to end persistent bleed or persistent poison damage as if you received particularly appropriate aid.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Blood Booster (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1957", + "summary": "This elixir bolsters your body's natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the listed resistance to persistent bleed and persistent poison damage, and you lower the DC for any flat checks to end persistent bleed or persistent poison damage as if you received particularly appropriate aid.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Blood Booster (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1957", + "summary": "This elixir bolsters your body's natural defenses and ability to resist maladies that travel through or affect blood. For 10 minutes you receive the listed resistance to persistent bleed and persistent poison damage, and you lower the DC for any flat checks to end persistent bleed or persistent poison damage as if you received particularly appropriate aid.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Blood Pack Squib", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3527", + "summary": "Used by theater troupes in combination with a fake blood pack, this bit of minor magic can simulate a dramatic and sudden wound. A blood pack squib is a small unassuming stone that is keyed to a single fake blood pack in a process that takes 1 minute.", + "activation": "Burst Pack [one-action] (manipulate); Requirements The blood pack squib must be within 20 feet of its associated fake blood pack; Effect You lightly squeeze the stone and the fake blood pack dramatically bursts. The creature wearing the fake blood pack gains the benefits of a punctured fake blood pack. A single creature adjacent to the creature wearing the fake blood pack must succeed at a DC 16 Reflex save or be splattered with the fake blood, becoming dazzled until the end of their next turn. You can also activate the blood pack squib as a reaction when the fake blood pack is punctured normally." + }, + { + "name": "Blood Sap", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=625", + "summary": "This potent drug is distilled from a certain tropical vine into a deep-red syrup that, over time, stains the user’s lips and teeth a vivid shade of red.", + "activation": "one-action] Interact" + }, + { + "name": "Blood Sight Elixir (Greater)", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3490", + "summary": "This thick, blood-red elixir sharpens your senses and makes you more acutely aware of blood. You gain blood sight with the listed duration and effects. Blood sight has a range of 60 feet and allows you to detect living creatures who are taking persistent bleed damage or who have the dying or wounded conditions. You also detect free-standing puddles or droplets of recently spilled blood. At the GM's discretion, living creatures without blood can't be detected with your blood sight.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Blood Sight Elixir (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3490", + "summary": "This thick, blood-red elixir sharpens your senses and makes you more acutely aware of blood. You gain blood sight with the listed duration and effects. Blood sight has a range of 60 feet and allows you to detect living creatures who are taking persistent bleed damage or who have the dying or wounded conditions. You also detect free-standing puddles or droplets of recently spilled blood. At the GM's discretion, living creatures without blood can't be detected with your blood sight.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Blood Sight Elixir (Major)", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3490", + "summary": "This thick, blood-red elixir sharpens your senses and makes you more acutely aware of blood. You gain blood sight with the listed duration and effects. Blood sight has a range of 60 feet and allows you to detect living creatures who are taking persistent bleed damage or who have the dying or wounded conditions. You also detect free-standing puddles or droplets of recently spilled blood. At the GM's discretion, living creatures without blood can't be detected with your blood sight.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Blood Sight Elixir (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3490", + "summary": "This thick, blood-red elixir sharpens your senses and makes you more acutely aware of blood. You gain blood sight with the listed duration and effects. Blood sight has a range of 60 feet and allows you to detect living creatures who are taking persistent bleed damage or who have the dying or wounded conditions. You also detect free-standing puddles or droplets of recently spilled blood. At the GM's discretion, living creatures without blood can't be detected with your blood sight.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bloodbane", + "trait": "Dwarf, Evocation, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=539", + "summary": "A bloodbane clan dagger is especially vicious against the ancestral enemies of the clan. When you damage an appropriate type of creature with the weapon, that creature takes 1 persistent bleed damage. The type of creature depends on the clan that made the dagger, but is typically drow, duergar, giant, or orc." + }, + { + "name": "Bloodbane (Greater)", + "trait": "Dwarf, Evocation, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=539", + "summary": "A bloodbane clan dagger is especially vicious against the ancestral enemies of the clan. When you damage an appropriate type of creature with the weapon, that creature takes 1 persistent bleed damage. The type of creature depends on the clan that made the dagger, but is typically drow, duergar, giant, or orc." + }, + { + "name": "Bloodburn Censer", + "trait": "Censer, Fire, Magical, Poison", + "item_category": "Censer", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2600", + "summary": "The exterior of this egg-shaped brass censer is polished to a mirror-like sheen. Several rings are attached to its sides at regular intervals. The top of the censer's lid is decorated with a pair of intertwining snakes.", + "activation": "Light Incense [two-actions] (aura, manipulate); Cost incense worth at least 5 gp; Frequency once per day; Effect A piping, reddish smoke pours from the censer in a 20-foot emanation. You choose whether the smoke causes the target's blood to turn extremely hot or transmutes to poison; the smoke deals your choice of fire or poison damage. Each living creature that's in the area or enters it attempts a DC 34 Fortitude saving throw, then becomes temporarily immune for 1 hour." + }, + { + "name": "Bloodeye Coffee", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=623", + "summary": "A strong blend including several spices common in the Padishah Empire of Kelesh, bloodeye coffee is a favorite morning drink across the Inner Sea region. The maximum addiction stage of bloodeye coffee never progresses beyond stage 1.", + "activation": "one-action] Interact" + }, + { + "name": "Bloodhammer Reserve", + "trait": "Consumable, Magical, Polymorph, Potion, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2558", + "summary": "This strong, rich red-brown home brew has no listed ingredients, but smells of earth and is both smoky and surprisingly bitter. Although Skogg Bloodhammer insists that the drink doesn't exist, it's somewhat of an open secret among his close friends. He prefers to share this drink at backroom gatherings with these trusted friends, and usually broaches the idea of sharing with a full mug and a question: “You ever thought about being a frog?”", + "activation": "one-action] Interact" + }, + { + "name": "Bloodhammer Reserve (Black Label)", + "trait": "Consumable, Magical, Polymorph, Potion, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2558", + "summary": "This strong, rich red-brown home brew has no listed ingredients, but smells of earth and is both smoky and surprisingly bitter. Although Skogg Bloodhammer insists that the drink doesn't exist, it's somewhat of an open secret among his close friends. He prefers to share this drink at backroom gatherings with these trusted friends, and usually broaches the idea of sharing with a full mug and a question: “You ever thought about being a frog?”", + "activation": "one-action] Interact" + }, + { + "name": "Bloodhammer Reserve (Select)", + "trait": "Consumable, Magical, Polymorph, Potion, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2558", + "summary": "This strong, rich red-brown home brew has no listed ingredients, but smells of earth and is both smoky and surprisingly bitter. Although Skogg Bloodhammer insists that the drink doesn't exist, it's somewhat of an open secret among his close friends. He prefers to share this drink at backroom gatherings with these trusted friends, and usually broaches the idea of sharing with a full mug and a question: “You ever thought about being a frog?”", + "activation": "one-action] Interact" + }, + { + "name": "Bloodhound Mask (Greater)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=694", + "summary": "This wide, single-use mask is designed to be slipped over your mouth and nose and its alchemical filter activated all with one hand. Once activated, the mask sharpens odors, giving you imprecise scent with the listed range. You can't wear other masks while you're wearing a bloodhound mask. When you use Survival to Track a creature by its scent, your proficiency bonus is equal to your level even if you're untrained, and the mask grants you the listed item bonus to your Survival check. The GM sets the Survival DC based on the area's ability to hold scent rather than on visual clues, as normal for using scent.", + "activation": "one-action] Interact" + }, + { + "name": "Bloodhound Mask (Lesser)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=694", + "summary": "This wide, single-use mask is designed to be slipped over your mouth and nose and its alchemical filter activated all with one hand. Once activated, the mask sharpens odors, giving you imprecise scent with the listed range. You can't wear other masks while you're wearing a bloodhound mask. When you use Survival to Track a creature by its scent, your proficiency bonus is equal to your level even if you're untrained, and the mask grants you the listed item bonus to your Survival check. The GM sets the Survival DC based on the area's ability to hold scent rather than on visual clues, as normal for using scent.", + "activation": "one-action] Interact" + }, + { + "name": "Bloodhound Mask (Moderate)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=694", + "summary": "This wide, single-use mask is designed to be slipped over your mouth and nose and its alchemical filter activated all with one hand. Once activated, the mask sharpens odors, giving you imprecise scent with the listed range. You can't wear other masks while you're wearing a bloodhound mask. When you use Survival to Track a creature by its scent, your proficiency bonus is equal to your level even if you're untrained, and the mask grants you the listed item bonus to your Survival check. The GM sets the Survival DC based on the area's ability to hold scent rather than on visual clues, as normal for using scent.", + "activation": "one-action] Interact" + }, + { + "name": "Bloodknuckles", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2559", + "summary": "These thin cloth wraps, which are illegal to use in Highhelm's organized brawls, blend into the skin and add an edge to your blows. The wraps are +1 striking wounding handwraps of mighty blows. When you invest the wraps, they gain the effects of a 3rd-level magic aura spell to appear non-magical and resemble simple bandages. Casual observers are unlikely to notice anything amiss with the wraps, but a creature that succeeds at a DC 25 Perception check can notice something is off about them, though they would still need to find other means to discern the magical nature of the wraps.", + "activation": "reaction] envision; Frequency once per minute; Trigger You cause a creature within reach to take bleed damage; Effect You use your foe's pain to reinvigorate you. You gain temporary Hit Points equal to the value of the triggering bleed damage, up to a maximum of 10 temporary HP. These temporary Hit Points remain for 1 minute." + }, + { + "name": "Bloodline Robe", + "trait": "Focused, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=2319", + "summary": "Each bloodline robe has a design that befits a particular sorcerer bloodline, depicting creatures of that bloodline or using styles common among them. You gain a +2 item bonus to each of your bloodline skills.", + "activation": "free-action] (concentrate); Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a sorcerer bloodline spell. If not used by the end of your turn, this Focus Point is lost." + }, + { + "name": "Bloodseeker Beak", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2965", + "summary": "This long, hollow proboscis is harvested from the notorious bloodseeker beast and drips a trickle of blood. When you activate the beak, you deal an extra 1d4 precision damage on your damage roll. If you deal sneak attack damage to the creature, you also deal 1d4 persistent bleed damage.", + "activation": "free-action] (concentrate); Trigger You hit a off-guard creature with the affixed weapon" + }, + { + "name": "Bloodseeker Beak (Greater)", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2965", + "summary": "This long, hollow proboscis is harvested from the notorious bloodseeker beast and drips a trickle of blood. When you activate the beak, you deal an extra 1d4 precision damage on your damage roll. If you deal sneak attack damage to the creature, you also deal 1d4 persistent bleed damage.", + "activation": "free-action] (concentrate); Trigger You hit a off-guard creature with the affixed weapon" + }, + { + "name": "Bloodstained Waistcoat", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3957", + "summary": "This white vest has a large crimson bloodstain that can never be removed. Imbued with the anguish of a comrade who bled to death in the creator’s arms, a bloodstained waistcoat helps prevent you and your fellow soldiers from suffering the same fate. Your flat check to remove persistent bleed damage is DC 10 instead of DC 15, which is reduced to DC 5 if another creature uses a particularly appropriate action to help.", + "activation": "Staunch Bleeding [one-action] (manipulate); Frequency once per day; Effect The stain on the bloodstained waistcoat gets slightly larger as you bleed in lieu of an ally. The waistcoat ends a persistent bleed condition for one ally within 30 feet, but you gain that condition with the same parameters." + }, + { + "name": "Bloodthirsty", + "trait": "Magical, Necromancy, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1297", + "summary": "The magic in this rune sings in time with your attacks and coaxes you into finishing your opponent. When you critically hit a target that's taking persistent bleed damage, your target becomes drained 1.", + "activation": "reaction] envision; Trigger You reduce a creature to 0 Hit Points with the weapon; Effect You gain a number of temporary Hit Points equal to twice the creature's level. These Hit Points remain for 1 minute." + }, + { + "name": "Blooming Lotus Seed Pod", + "trait": "Consumable, Magical, Plant, Uncommon, Wood", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2637", + "summary": "The seeds of this lotus seed pod scatter with incredible ease and accuracy, quickly growing into temporary plants. ", + "activation": "Blooming Flower 10 minutes (manipulate); Effect You plant the blooming lotus seed pod in the ground and a giant lotus flower blooms in that square. Over the next 8 hours, creatures who sleep for at least 6 hours within 30 feet of the lotus flower gain the benefits of long-term rest as though they'd spent an entire day and night resting, and all creatures within the affected area are immune to the effects of the nightmare spell and other magical effects that affect only sleeping creatures." + }, + { + "name": "Blue Dragonfly Poison", + "trait": "Alchemical, Consumable, Ingested, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1992", + "summary": "Boggards brew a potent toxin made from blue dragonflies. Swampseers consume this mixture to awaken their divine powers, but the poison causes debilitating hallucinations in most other creatures.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Boastful Hunter", + "trait": "Evocation, Intelligent, Primal, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1178", + "summary": "Possessing a boisterous, proud demeanor, this +1 jezail is an aspiring big game hunter, always quick to share a tale of its bold adventures and predatory conquests—although the veracity of such tales is often questionable. A boastful hunter enjoys tracking and hunting animals of all kinds but takes particular pleasure in taking down large, dangerous, or rare animals. Against an animal, the boastful hunter deals 1d6 additional damage. On a critical hit against an animal, the boastful hunter also deals 1d6 persistent bleed damage." + }, + { + "name": "Body Recovery Kit", + "trait": "Alchemical, Consumable, Healing, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=840", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction." + }, + { + "name": "Bogeyman Breath", + "trait": "Alchemical, Consumable, Fear, Inhaled, Mental, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3619", + "summary": "This dust is created from the powdered bones of ensnared rabbits and other woodland creatures that died from fright. When inhaled, it pollutes the victim’s mind with fear, awakening an unshakable prey response that sees danger lurking in every shadow.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bola Shot", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2046", + "summary": "This ammunition bears a rune with three lines radiating out, each ending in a circle. When an activated bola shot hits a target, it deals nonlethal bludgeoning damage. Compare the attack roll to the target's Reflex DC to determine the shot's other effects.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Bolka's Blessing", + "trait": "Divine, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Clan Dagger Filigrees", + "bulk": "", + "url": "/Equipment.aspx?ID=3769", + "summary": "This filigree grants you a +1 item bonus to Diplomacy checks and to Perception checks to Sense Motive. Additionally, once per day, the filigree symbol can be activated for a healing effect.", + "activation": "Gift of Life [one-action] (concentrate, healing, vitality); Frequency once per day; Effect You regain 3d10 Hit Points." + }, + { + "name": "Bomb Coagulant Alembic", + "trait": "Alchemical", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "L", + "url": "/Equipment.aspx?ID=1973", + "summary": "This apparatus increases the viscosity of the reagents in alchemical bombs, to deadly effect. As a 10-minute activity that has the manipulate trait, you can use a bomb coagulant alembic to distill the contents of one alchemical bomb that deals splash damage into a stickier substance. After distilling, the bomb deals no splash damage but instead deals persistent damage equal to and of the same type as its original splash damage. If the bomb already deals persistent damage, distilling increases that damage by the bomb's original splash damage." + }, + { + "name": "Bomb Launcher", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1097", + "summary": "This long, hollow tube is held in two hands and braced over the shoulder. Inside, it contains a small metal basket sized to hold alchemical bombs. A chute in the top delivers an alchemical bomb into the internal basket, while a lever on the underside pulls the basket back and locks it in place. Loading an alchemical bomb into a bomb launcher requires a single Interact action. With a pull of a trigger, the basket speeds forward, allowing you to Strike with the loaded alchemical bomb over long distances. Bombs fired with a bomb launcher have a range increment of 60 feet." + }, + { + "name": "Bomb Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3366", + "summary": "You create a snare that causes three 3rd-level moderate alchemical bombs of the same type to explode when a creature triggers the snare. The target and all creatures in adjacent squares must attempt a DC 24 Reflex save, as the snare deals damage equal to three times the direct hit damage from one of the component bombs (for example, 6d6 electricity damage from three moderate bottled lightnings) with no splash damage or other effects." + }, + { + "name": "Bomber's Eye Elixir (Greater)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3298", + "summary": "This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb Strikes reduce the circumstance bonus to AC your targets gain from cover.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bomber's Eye Elixir (Lesser)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3298", + "summary": "This tincture lets you pinpoint your foes. For the next 5 minutes, your alchemical bomb Strikes reduce the circumstance bonus to AC your targets gain from cover.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bomber's Saddle", + "trait": "Companion, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Companion Items", + "bulk": "2", + "url": "/Equipment.aspx?ID=657", + "summary": "Developed by urdefhans for their skaveling mounts but quickly copied by other races' cavalry, this leather saddle is made from cave worm hide and is designed to fit a variety of flying steeds. In addition to a seat for the rider, the bomber's saddle has a bomb compartment situated underneath the mount. The compartment can hold up to six alchemical bombs of light or negligible Bulk.", + "activation": "two-actions] Interact; Requirements The saddle's compartment is loaded with two to six bombs; Effect You drop the saddle's entire payload, scattering the bombs below. Make a single ranged Strike against an AC of 10. The AC increases by 1 for every 5 feet above the target area you are. On a failure, the bombs fly away wildly and deal no damage. On a successful attack roll, the bombs fall and shatter, starting in the target area and moving in a line of 5-foot spaces up to 30 feet long for six bombs, one bomb per space. The bombs don't directly hit any creatures; instead, creatures take splash damage from the bombs as usual, but combine the splash damage from multiple overlapping bombs together before applying weaknesses or resistances. Apply any effects normally applied to splash damage when throwing a bomb (such as the effects of the Calculated Splash feat)." + }, + { + "name": "Bone Dreadnought Plate", + "trait": "Alchemical", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "5", + "url": "/Equipment.aspx?ID=1974", + "summary": "This suit of bone-based fortress plate is a masterpiece of alchemical science. This armor has a receiver that can hold a single lodestone bomb, which takes 3 Interact actions to install.", + "activation": "one-action] (manipulate); Requirements A lodgestone bomb is installed in the armor; Effect The bomb shifts numerous small plates and hinges, offering a wide variety of protections, granting you resistance to cold, electricity, fire, piercing, and slashing damage equal to the loaded lodestone bomb’s splash damage. These effects last for 20 minutes, but each time you’re hit by an attack that deals damage of one of these types, decrease the remaining duration by 1 minute. Once activated, the armor can’t be deactivated. The activation uses up the lodestone bomb, and the armor can’t be activated again until a new one is installed." + }, + { + "name": "Bone Object", + "trait": "", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2358", + "summary": "A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are applicable to a variety of other sturdy animal-based products, such as chitin, horn, ivory, coral, and shell, which can also be classified as bone for the purposes of determining item statistics. Bone elements from certain beasts, like the horn of a unicorn or the spikes of a manticore, may even yield magical properties when worked by a skilled crafter." + }, + { + "name": "Bone Specimen", + "trait": "", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2358", + "summary": "A durable material when properly treated, bone can replace wood and metal when creating armor, shields, and weapons. The statistics for bone are applicable to a variety of other sturdy animal-based products, such as chitin, horn, ivory, coral, and shell, which can also be classified as bone for the purposes of determining item statistics. Bone elements from certain beasts, like the horn of a unicorn or the spikes of a manticore, may even yield magical properties when worked by a skilled crafter." + }, + { + "name": "Book of Lingering Blaze", + "trait": "Evocation, Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=990", + "summary": "The common saying, “Where there is progress in the field of magic, there is always someone who uses it to set things on fire,” is engraved in gold on the cover of this red spellbook.", + "activation": "one-action] envision (metamagic); Effect If your next action is to cast an evocation spell dealing fire damage that you prepared from this grimoire, you superheat the flames, allowing the spell to ignore up to 10 resistance to fire of creatures affected by the spell." + }, + { + "name": "Book of Lost Days", + "trait": "Cursed, Enchantment, Magical, Unique", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1640", + "summary": "This massive tome's yellowed pages curl at the edges, and the letters on its face and spine are too worn to be read. When you open the book, it always opens to a page that seems to perfectly answer the question you had in mind, but reading more than a few lines causes your head to swim alarmingly.", + "activation": "hour (envision, Interact); Requirements You aren't drained; Effect You open the book while trying to learn information about any topic. The Book of Lost Days permits you to view another's memory, which contains information about that subject commensurate to rolling a total of 40 to Recall Knowledge about the topic, with additional context provided on a success or critical success." + }, + { + "name": "Book of Translation (Advanced)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=858", + "summary": "The book is leather-bound and decorated with the symbol of the Lantern Lodge. Red and gold cords wrap around the book and tie to keep it shut. Each volume offers translation for a different language. When working with a book of translation, you can attempt Diplomacy checks to Gather Information or to Make an Impression with creatures that speak the language featured in the book, even if you do not speak the language. Such checks take 10 times longer to complete and you take a –2 circumstance penalty to the check due to your limited communication capabilities." + }, + { + "name": "Book of Translation (Standard)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=858", + "summary": "The book is leather-bound and decorated with the symbol of the Lantern Lodge. Red and gold cords wrap around the book and tie to keep it shut. Each volume offers translation for a different language. When working with a book of translation, you can attempt Diplomacy checks to Gather Information or to Make an Impression with creatures that speak the language featured in the book, even if you do not speak the language. Such checks take 10 times longer to complete and you take a –2 circumstance penalty to the check due to your limited communication capabilities." + }, + { + "name": "Book of Warding Prayers", + "trait": "Divine, Grimoire", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2172", + "summary": "Script in a language of the Outer Planes adorns this book's spine, and a deity's symbol is etched on its cover. Books of warding prayers are each devoted to a particular deity and are also a religious symbol of that deity.", + "activation": "free-action] (concentrate); Frequency once per day; Trigger Your last action was to cast a prepared divine spell granted by your deity; Effect You and all your allies in a 30-foot emanation gain resistance 10 to spirit damage for 1 minute. You can instead choose to grant resistance to holy effects instead of spirit damage if the spell you cast had the holy trait, or resistance to unholy effects instead of spirit if your spell had the unholy trait." + }, + { + "name": "Bookthief Brew", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=844", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction.", + "activation": "minute (Interact)" + }, + { + "name": "Boom Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1469", + "summary": "By combining a lesser alchemist's fire, a lesser thunderstone, and other catalysts with a pressure sensitive trigger, you create a snare that creates a fiery and thunderous explosion when triggered. The target and all creatures in adjacent squares take 2d6 fire damage and 2d6 sonic damage with a basic DC 19 Reflex save. On a failure, they are deafened for 1d4 rounds and take 1d4 persistent fire damage." + }, + { + "name": "Booming Bell", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3928", + "summary": "This large bronze bell has a fine ash handle, and the clapper is made of blackened iron. It grants you a +1 item bonus to Performance checks while playing music with the instrument.", + "activation": "Clarion Crescendo [two-actions] (manipulate, sonic); Frequency once per day; Effect You ring a blasting note on the bell that sends shock waves through the air. The blast deals 4d6 sonic damage to each creature in a 15-foot emanation (DC 22 basic Fortitude save). On a failure, the target is also deafened for 1 round." + }, + { + "name": "Boots of Bounding", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3059", + "summary": "The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5- foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically." + }, + { + "name": "Boots of Bounding (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3059", + "summary": "The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5- foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically." + }, + { + "name": "Boots of Dancing", + "trait": "Cursed, Enchantment, Invested, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=600", + "summary": "These boots act as greater boots of elvenkind, but they react wildly to strong physical exertion. While you wear the boots, the curse activates whenever you attempt an Athletics check or Stride more than once in a single round during an encounter. The boots cast an 8th-level uncontrollable dance spell on you, and you automatically fail your save. Once the curse has activated for the first time, the boots fuse to you." + }, + { + "name": "Boots of Free Running (Greater)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=2456", + "summary": "These comfortable and practical boots slip on easily and fill you with boundless energy. The treads of these boots provide exceptional traction, with improved grip on surfaces you would traditionally have difficulty traversing. While wearing the boots, you gain a +1 item bonus to Acrobatics checks to Balance and to Athletics checks to High Jump and Long Jump.", + "activation": "one-action] envision; Frequency once per day; Effect The traction of your boots improves, allowing you to run along vertical surfaces for 1 minute. When you Stride, you can run up solid vertical surfaces, like walls, at your full Speed. You must start your movement on a horizontal surface. If you end a Stride off the ground, you must Stride along the surface again until you reach a horizontal surface or you begin to fall (though you can Grab an Edge, if applicable). If you have means of walking on water, such as with water walk or similar abilities, you can also run along flimsy vertical surfaces, as well as vertical liquids such as a waterfall." + }, + { + "name": "Boots of Free Running (Lesser)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=2456", + "summary": "These comfortable and practical boots slip on easily and fill you with boundless energy. The treads of these boots provide exceptional traction, with improved grip on surfaces you would traditionally have difficulty traversing. While wearing the boots, you gain a +1 item bonus to Acrobatics checks to Balance and to Athletics checks to High Jump and Long Jump.", + "activation": "one-action] envision; Frequency once per day; Effect The traction of your boots improves, allowing you to run along vertical surfaces for 1 minute. When you Stride, you can run up solid vertical surfaces, like walls, at your full Speed. You must start your movement on a horizontal surface. If you end a Stride off the ground, you must Stride along the surface again until you reach a horizontal surface or you begin to fall (though you can Grab an Edge, if applicable). If you have means of walking on water, such as with water walk or similar abilities, you can also run along flimsy vertical surfaces, as well as vertical liquids such as a waterfall." + }, + { + "name": "Boots of Free Running (Moderate)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=2456", + "summary": "These comfortable and practical boots slip on easily and fill you with boundless energy. The treads of these boots provide exceptional traction, with improved grip on surfaces you would traditionally have difficulty traversing. While wearing the boots, you gain a +1 item bonus to Acrobatics checks to Balance and to Athletics checks to High Jump and Long Jump.", + "activation": "one-action] envision; Frequency once per day; Effect The traction of your boots improves, allowing you to run along vertical surfaces for 1 minute. When you Stride, you can run up solid vertical surfaces, like walls, at your full Speed. You must start your movement on a horizontal surface. If you end a Stride off the ground, you must Stride along the surface again until you reach a horizontal surface or you begin to fall (though you can Grab an Edge, if applicable). If you have means of walking on water, such as with water walk or similar abilities, you can also run along flimsy vertical surfaces, as well as vertical liquids such as a waterfall." + }, + { + "name": "Boots of Quick Marching", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3958", + "summary": "These brown leather shoes have surprisingly thick soles, as though a cobbler had recently repaired them. The tan laces always pull to exactly the right tautness for your feet and ankles to feel supported. You can perform the Hustle exploration mode activity for twice as many minutes as normal, equal to your Constitution modifier × 20 (minimum 20).", + "activation": "Big Step [one-action] (concentrate); Frequency once per day; Effect The soles on your boots grow even thicker for a moment, proving a bounce to your step. You Step twice." + }, + { + "name": "Boots of the Blight", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3693", + "summary": "Tanglebriar is not the only realm plagued by fiendish fungi. The soldiers of Nirmathas have long fought against a similar blight deep in Fangwood, and these boots are one of the more potent tools they’ve developed to help in this pursuit. Now that the Fangwood blight has been mostly contained, many of these boots have been gifted to elven soldiers, for they are equally useful to those who operate within Tanglebriar’s borders. They are also regarded as great trophies for the demons and cultists who dwell within Tanglebriar, for not only can they make use of these boots’ powers, but wearing something created by your enemy gives Treerazer’s agents yet another way to engage in psychological warfare—they often adorn their boots with severed elf ears, or worse!", + "activation": "Fungal Stride [two-actions] (concentrate); Frequency once per hour; Effect You ignore the effects of difficult terrain and gain resistance 10 to damage caused by hazardous terrain. This activation lasts for 10 minutes." + }, + { + "name": "Boots of the Dead", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3959", + "summary": "Perhaps you had no other choice than to steal the boots off a fallen soldier. Yours may have been worn out, full of holes, or even coming apart. Did you take them from a fallen ally or adversary? Everyone looks the same after war has its way. Nevertheless, the guilt you feel weighs you down. You gain a +1 item bonus to saving throws and DCs against forced movement.", + "activation": "One of You [one-action] (manipulate); Frequency once per hour; Effect You shuffle your boots, which still stink of the dead, causing one undead creature of your choice to think that you too are undead. The target is off-guard against the next melee attack you attempt against it before the end of your current turn." + }, + { + "name": "Boots of the Secret Blade", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3960", + "summary": "You pride yourself on being well prepared with weaponry for any situation. Your dark-gray boots might appear mundane, but you know that they can conjure a blade at any moment. Even the most thorough of searches can’t find a knife that doesn’t exist yet.", + "activation": "Draw Secret Blade [one-action] (manipulate); Frequency once per hour; Effect You reach down to your boot, draw a dagger from it, and make a ranged or melee Strike with it. This dagger is created magically and does not exist before being drawn. The dagger remains a physical object until the next time you use Draw Secret Blade, and it disappears as a new blade is created." + }, + { + "name": "Bootstrap Respirator", + "trait": "Mechanical, Uncommon", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2153", + "summary": "The city of Riddleport is notorious for its noxious air and water. While some inhabitants tolerate the haze, most wear bootstrap respirators to filter out as many of the pollutants as possible. Designed by dwarf smiths operating the Gas Forges, the flexible face mask of a bootstrap respirator fits snugly over your mouth and nose, fastened by two adjustable leather straps. A manual pump inserted into your footwear or under the arm circulates air through tubes and over filters fitted into the front of the mask. While wearing a bootstrap respirator, you gain a +1 item bonus to any saves that require you to smell or taste, such as inhaled poisons and airborne diseases." + }, + { + "name": "Boozy Bottle", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2204", + "summary": "This tattoo depicts a container of alcohol, traditionally a small, uncorked brown bottle. You gain a +1 item bonus to saving throws against poison . ", + "activation": "reaction] (concentrate); Frequency once per day; Trigger You fail (but don't critically fail) an initial saving throw against a poison, or you gain persistent poison damage; Effect You pick your poison. Calling out the name of a drink as though ordering at a bar, you negate the triggering poison. Instead, you become slightly drunk. For 10 minutes you’re off-guard and gain a +1 item bonus to saving throws against fear." + }, + { + "name": "Boreal Staff", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2246", + "summary": "A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It gives the air around you a distinct chill. When used as a weapon, a boreal staff is a +1 striking staff.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Boreal Staff (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2246", + "summary": "A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It gives the air around you a distinct chill. When used as a weapon, a boreal staff is a +1 striking staff.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Boreal Staff (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2246", + "summary": "A boreal staff is chiseled from a cylinder of ice to form a spiky, jagged icicle, its surface gleaming with the colors of the northern lights. It gives the air around you a distinct chill. When used as a weapon, a boreal staff is a +1 striking staff.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Bort's Blessing", + "trait": "Divination, Invested, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=476", + "summary": "This ornate copper band has a small ruby set in the center, flanked by a pair of dwarven runes. The wearer of this ring gains the ability to understand, read, and speak one common language of their choice, selected each morning as part of their daily preparations. In addition, the wearer receives a +1 item bonus to Diplomacy checks to Make an Impression." + }, + { + "name": "Bottle of Infinite Dust", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3929", + "summary": "This plain, faintly green bottle full of sand looks deceptively mundane, though it contains a near endless supply of sand. A very slow but steady stream of sand can be poured from the bottle. Up to 1 pound of sand can be produced a day this way.", + "activation": "Sandstorm [three-actions] (earth, manipulate, primal); Frequency once per day; Effect You dump out the bottle, creating a swirling sandstorm around you. A 20-foot emanation is filled with blowing sand that obscures vision. This has the effects of mist. The air within the sandstorm is unbreathable; creatures in the area must hold their breath. Creatures entering or starting their turn in the sandstorm take 2d4 slashing damage (DC 23 basic Reflex save). Creatures with the water trait or that are primarily made of liquid take double damage. This sandstorm lasts 10 minutes or until the bottle is corked with an Interact action, whichever comes first." + }, + { + "name": "Bottled Air", + "trait": "Air, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3017", + "summary": "Appearing to be an ordinary corked glass bottle, this item contains a limitless supply of fresh air. You must uncork the bottle with an Interact action before you can activate it.", + "activation": "Breath In [one-action] (manipulate); Effect You draw a breath of air from the bottle. This allows you to breathe even in an airless or toxic environment. Air doesn't escape the mouth of the bottle, so leaving the open bottle in an airless environment doesn't change the environment." + }, + { + "name": "Bottled Catharsis (Greater)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3299", + "summary": "This drink unlocks a flood of emotions that helps reset your mental state. When you drink this elixir, the elixir attempts to counteract each effect on you that has the emotion trait or is inflicting the stupefied condition on you, using the listed counteract rank and modifier.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bottled Catharsis (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3299", + "summary": "This drink unlocks a flood of emotions that helps reset your mental state. When you drink this elixir, the elixir attempts to counteract each effect on you that has the emotion trait or is inflicting the stupefied condition on you, using the listed counteract rank and modifier.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bottled Catharsis (Major)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3299", + "summary": "This drink unlocks a flood of emotions that helps reset your mental state. When you drink this elixir, the elixir attempts to counteract each effect on you that has the emotion trait or is inflicting the stupefied condition on you, using the listed counteract rank and modifier.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bottled Catharsis (Minor)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3299", + "summary": "This drink unlocks a flood of emotions that helps reset your mental state. When you drink this elixir, the elixir attempts to counteract each effect on you that has the emotion trait or is inflicting the stupefied condition on you, using the listed counteract rank and modifier.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bottled Catharsis (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3299", + "summary": "This drink unlocks a flood of emotions that helps reset your mental state. When you drink this elixir, the elixir attempts to counteract each effect on you that has the emotion trait or is inflicting the stupefied condition on you, using the listed counteract rank and modifier.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bottled Lightning (Greater)", + "trait": "Alchemical, Bomb, Consumable, Electricity, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3290", + "summary": "Bottled lightning is packed with volatile reagents that create a blast of electricity when they're exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes off-guard until the start of your next turn. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d6 electricity damage and 3 electricity splash damage." + }, + { + "name": "Bottled Lightning (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Electricity, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3290", + "summary": "Bottled lightning is packed with volatile reagents that create a blast of electricity when they're exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes off-guard until the start of your next turn. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d6 electricity damage and 1 electricity splash damage." + }, + { + "name": "Bottled Lightning (Major)", + "trait": "Alchemical, Bomb, Consumable, Electricity, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3290", + "summary": "Bottled lightning is packed with volatile reagents that create a blast of electricity when they're exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes off-guard until the start of your next turn. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d6 electricity damage and 4 electricity splash damage." + }, + { + "name": "Bottled Lightning (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Electricity, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3290", + "summary": "Bottled lightning is packed with volatile reagents that create a blast of electricity when they're exposed to air. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes off-guard until the start of your next turn. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d6 electricity damage and 2 electricity splash damage." + }, + { + "name": "Bottled Night", + "trait": "Alchemical, Consumable, Darkness, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=2780", + "summary": "Tiny black motes swirl inside this crystalline vial. The vial can be thrown up to 20 feet, shattering and releasing the motes to absorb light within a 15-foot burst. Light sources within the motes' area of effect create a 5-foot radius of dim light instead of their normal light and light sources outside the motes to not illuminate the area within them. The darkness lasts for 1 minute, but will disperse immediately in a strong wind.", + "activation": "one-action] Interact" + }, + { + "name": "Bottled Omen", + "trait": "Consumable, Divination, Fortune, Magical, Potion, Rare", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=1822", + "summary": "This potion holds a tiny, tightly wrapped scroll and tastes like paper. Upon drinking it, you gain a burst of insight into your immediate future—and how to potentially avoid it. When you attempt a saving throw, you can roll twice and use the better result. The potion's magic ends when you make use of this effect, or after 1 minute. You then become immune to bottled omen potions for 24 hours.", + "activation": "one-action] Interact" + }, + { + "name": "Bottled Roc", + "trait": "Alchemical, Consumable, Expandable", + "item_category": "Alchemical Items", + "item_subcategory": "Bottled Monstrosities", + "bulk": "L", + "url": "/Equipment.aspx?ID=1947", + "summary": "This bottle contains a shrunken bird preserved with its feathers intact. When opened, the contents reconstitute into a Gargantuan effigy of a great roc, which can appear in the air instead of on the ground. The roc Grabs up to two creatures, then Flies up to 90 feet and Releases the creatures. The creatures must be within 15 feet of the roc for it to Grab them; if any of them are unwilling to be grabbed, the roc must Grapple them with a +17 Athletics modifier or fail to pick them up.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Bottled Screams", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1792", + "summary": "The vengeful wails of a revenant, barely contained in this rattling jar, infuse your magic with all of their spite and malice. If a target fails its saving throw against your seal fate spell after you've added this catalyst, it takes 1d6 persistent damage of the type chosen for the spell (2d6 if it critically fails).", + "activation": "one-action] envision" + }, + { + "name": "Bottled Sunlight (Greater)", + "trait": "Alchemical, Bomb, Consumable, Fire, Light, Positive, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1532", + "summary": "This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet).", + "activation": "one-action] Interact", + "effect": "The bomb deals 3d4 positive damage, 3 positive splash damage, and 3d4 additional fire damage." + }, + { + "name": "Bottled Sunlight (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Fire, Light, Positive, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1532", + "summary": "This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet).", + "activation": "one-action] Interact", + "effect": "The bomb deals 1d4 positive damage and 1 positive splash damage, as well as 1d4 additional fire damage. As normal, positive damage harms only …" + }, + { + "name": "Bottled Sunlight (Major)", + "trait": "Alchemical, Bomb, Consumable, Fire, Light, Positive, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1532", + "summary": "This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet).", + "activation": "one-action] Interact", + "effect": "The bomb deals 4d4 positive damage, 4 positive splash damage, and 4d4 additional fire damage." + }, + { + "name": "Bottled Sunlight (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Fire, Light, Positive, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1532", + "summary": "This mirrored bottle contains various chemicals dissolved in two immiscible solvents. Shaking the bottle induces chemical reactions that cause it to glow. For 1 hour, the bottle sheds bright light in a 20-foot radius (and dim light to the next 40 feet).", + "activation": "one-action] Interact", + "effect": "The bomb deals 2d4 positive damage, 2 positive splash damage, and 2d4 additional fire damage." + }, + { + "name": "Bottomless Purse", + "trait": "Contract, Invested, Magical, Rare", + "item_category": "Contracts", + "item_subcategory": "Bargained Contracts", + "bulk": "", + "url": "/Equipment.aspx?ID=1649", + "summary": "With a handshake, you traded future wealth for a bottomless purse of gems and other valuables. Using the purse, you can always sell items for their normal sell value during downtime, even if you aren't anywhere near a settlement. You just put them into the purse, and within a day, the proper sale price appears in coins and gems. Once per day, from any distance, the entity that holds your bargained contract automatically sells a common consumable item in your possession, giving you back only half the normal amount for a sold item.", + "activation": "two-actions] envision, command; Frequency once per day; Effect You deposit up to 30 gp of gems and coins in a separate pouch of the bottomless purse while thinking of a common consumable item costing that amount of money. You then upend the pouch. The item you envisioned comes tumbling out into your hand." + }, + { + "name": "Bottomless Stein", + "trait": "Conjuration, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=563", + "summary": "A magic item regarded as holy by followers of Cayden Cailean, this ornate metallic stein is always filled to the brim with delicious ale, no matter how much is drunk or spilled. If it is emptied (such as by being gulped quickly or upended onto the floor), the bottomless stein will fill again within 1 round as long as it is right side up, though it’s impossible to transfer the ale to another container to sell it or store it for later. The exact type of ale with which the stein is filled is determined at the item’s creation, and cannot be changed thereafter." + }, + { + "name": "Boulder Seed", + "trait": "Alchemical, Bomb, Consumable, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1903", + "summary": "This bomb is made of volatile fluids that rapidly expand and harden when exposed to air. A boulder seed grants an item bonus to attack rolls and deals bludgeoning damage and bludgeoning splash damage, according to the bomb's type. When activated, the bomb fills a 5-foot cube with hardened foam, which has stats according to the bomb's type and which pushes a primary target of a certain size or smaller occupying that space 5 feet away from you. On a critical hit, the target also falls prone. The splash zone fills with rubble, creating difficult terrain. The “boulder” the bomb creates fails all saving throws and loses 1 Hardness per round, disintegrating into fine powder when the boulder's Hardness is reduced to 0. At that time, the difficult terrain the bomb created also disappears.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 bludgeoning damage plus 3 bludgeoning splash damage. It creates a boulder as hard as …" + }, + { + "name": "Boulder Seed (Greater)", + "trait": "Alchemical, Bomb, Consumable, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1903", + "summary": "This bomb is made of volatile fluids that rapidly expand and harden when exposed to air. A boulder seed grants an item bonus to attack rolls and deals bludgeoning damage and bludgeoning splash damage, according to the bomb's type. When activated, the bomb fills a 5-foot cube with hardened foam, which has stats according to the bomb's type and which pushes a primary target of a certain size or smaller occupying that space 5 feet away from you. On a critical hit, the target also falls prone. The splash zone fills with rubble, creating difficult terrain. The “boulder” the bomb creates fails all saving throws and loses 1 Hardness per round, disintegrating into fine powder when the boulder's Hardness is reduced to 0. At that time, the difficult terrain the bomb created also disappears.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 bludgeoning damage plus 4 bludgeoning splash damage. It creates a boulder as hard as …" + }, + { + "name": "Boulderhead Bock", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=843", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction.", + "activation": "one-action] Interact" + }, + { + "name": "Bountiful Cauldron", + "trait": "Conjuration, Magical, Uncommon", + "item_category": "Other", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=506", + "summary": "This mid-sized, silver cauldron is a boon within areas where access to fresh food is limited, for it can be commanded to fill itself with hearty (and delicious) vegetable stew. It can also be put to a much greater use in the pursuit of crafting certain items. When used to Craft alchemical items, potions, or oils, a bountiful cauldron grants a +2 item bonus to the Crafting check.", + "activation": "three-actions] command, Interact; Frequency once per day; Effect You stir the cauldron, and it casts a 4th-level create food spell, filling itself with enough delicious vegetable stew to feed 12 Medium creatures." + }, + { + "name": "Bower Fruit", + "trait": "Consumable, Cursed, Primal, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2375", + "summary": "Bower fruit got its name from its association with the Green Mother, a fey Eldest with a fondness for plants and manipulation, whose domain is known as the Hanging Bower. She uses these cursed fruits to keep mortals in her thrall, but it's unknown whether she created them or simply popularized their use.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Box of Unspoiling (Type I)", + "trait": "Extradimensional, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3743", + "summary": "This storage container decorated with images of wildlife and berries is popular among Shoanti quahs and other nomadic groups. The box functions like a spacious pouch, holding an amount of Bulk depending on its type, and is inscribed with magic to keep its contents cool to allow for travel with perishable items like meat and fruit. Items in the box are kept fresh for up to a year." + }, + { + "name": "Box of Unspoiling (Type II)", + "trait": "Extradimensional, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3743", + "summary": "This storage container decorated with images of wildlife and berries is popular among Shoanti quahs and other nomadic groups. The box functions like a spacious pouch, holding an amount of Bulk depending on its type, and is inscribed with magic to keep its contents cool to allow for travel with perishable items like meat and fruit. Items in the box are kept fresh for up to a year." + }, + { + "name": "Box of Unspoiling (Type III)", + "trait": "Extradimensional, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3743", + "summary": "This storage container decorated with images of wildlife and berries is popular among Shoanti quahs and other nomadic groups. The box functions like a spacious pouch, holding an amount of Bulk depending on its type, and is inscribed with magic to keep its contents cool to allow for travel with perishable items like meat and fruit. Items in the box are kept fresh for up to a year." + }, + { + "name": "Box of Unspoiling (Type IV)", + "trait": "Extradimensional, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3743", + "summary": "This storage container decorated with images of wildlife and berries is popular among Shoanti quahs and other nomadic groups. The box functions like a spacious pouch, holding an amount of Bulk depending on its type, and is inscribed with magic to keep its contents cool to allow for travel with perishable items like meat and fruit. Items in the box are kept fresh for up to a year." + }, + { + "name": "Bracelet of Dashing", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3060", + "summary": "This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks. ", + "activation": "Jangling Dash [one-action] (concentrate); Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute." + }, + { + "name": "Bracers of Devotion", + "trait": "Divine, Focused, Invested", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2320", + "summary": "Champions adorn these bracers with the symbol of their deity or the text of the tenets they follow. While they're clasped around your forearms, reassuring focus and devotion flow into you through them. Each time you spend a Focus Point to cast a devotion spell, your divine ally gains a benefit until the start of your next turn, depending on its type.", + "activation": "free-action] (concentrate); Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a champion devotion spell. If not used by the end of your turn, this Focus Point is lost." + }, + { + "name": "Bracers of Hammers", + "trait": "Apex, Invested, Magical, Rare, Transmutation", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2526", + "summary": "These brilliant golden bracers feature a hammer motif as part of their engravings. While wearing them, your body surges with strength and you gain a +3 item bonus to Athletics checks and a +1 circumstance bonus to Athletics checks to Disarm and Trip. If you succeed, but not critically succeed, at your check to Disarm a creature, the effects of your check last until the start of your next turn, instead until the start of the target's turn. If you succeed at a check to Trip a creature, it takes 1d6 bludgeoning damage or 4d6 bludgeoning damage on a critical success. When you invest the bracers, you either increase your Strength score by 2 or increase it to 18, whichever would give you a higher score.", + "activation": "two-actions] Interact; Frequency once per day; Effect You reach for a foe and attempt to topple them with a powerful flip. Attempt an Athletics check to Trip a creature within reach. On a success, the creature is knocked prone and takes 10d6 bludgeoning damage (double on a critical hit). If you knock the creature prone, it must also attempt a DC 35 Reflex save. On a failure, it drops any items it's holding." + }, + { + "name": "Bracers of Missile Deflection", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3061", + "summary": "These bracers are made from plates of durable dawnsilver and gleam like the summer sun.", + "activation": "reaction] (manipulate); Frequency once per day; Trigger A ranged weapon attack hits you but doesn't critically hit; Requirements You are aware of the attack and not off-guard; Effect The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you." + }, + { + "name": "Bracers of Missile Deflection (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3061", + "summary": "These bracers are made from plates of durable dawnsilver and gleam like the summer sun.", + "activation": "reaction] (manipulate); Frequency once per day; Trigger A ranged weapon attack hits you but doesn't critically hit; Requirements You are aware of the attack and not off-guard; Effect The bracers send the missile off-course. You gain a +2 circumstance bonus to AC against the triggering attack. If this would cause the attack to be a failure, the attack misses you." + }, + { + "name": "Bracers of Pain", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3683", + "summary": "These simple bracers look plain on the exterior, but a series of small, sharp studs line the interior like rows of shark teeth. While these bracers are worn and invested, you gain a +2 item bonus to Will saves.", + "activation": "Sharp Focus [free-action] (concentrate); Trigger You gain an effect that makes you immobilized, slowed, stupefied, or paralyzed; Effect Your bracers snap tight onto your wrists, driving the studs into your skin to shock you into focus. You can attempt to counteract the effect causing your condition, with a counteract rank of 6th and a counteract modifier of +22. On a success, you lose the condition. If you have more than one condition from the same source, you only need one counteract check against them." + }, + { + "name": "Bracers of Strength", + "trait": "Apex, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3008", + "summary": "Etchings of powerful bears decorate these brass bracers. You gain a +3 item bonus to Athletics checks and a +2 circumstance bonus to Athletics checks to lift a heavy object, Escape, and Force Open. When you invest the bracers, you either increase your Strength modifier by 1 or increase it to +4, whichever would give you a higher value.", + "activation": "Bear Hug [one-action] (manipulate); Effect Attempt to Grapple a creature. If you succeed, you crush the creature in your grasp, dealing bludgeoning damage to it equal to your Strength modifier. If you critically succeeded, the damage is equal to double your Strength modifier and the creature suffocates as long as it remains grabbed or restrained by you." + }, + { + "name": "Brain Cylinder", + "trait": "Magical, Necromancy, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=953", + "summary": "A brain cylinder allows the extracted brain of a Large or smaller creature to continue to function even after it has been removed from the body. As long as the brain remains in the cylinder, the creature remains alive and can continue to think, even though its body is dead. Detachable modules that fit into the base of the cylinder allow the brain to see, hear, or speak using a raspy speaker. So long as these are attached, the brain can speak and understand any languages it knew in life, though nothing within the cylinder compels it to do so if it is unwilling. It also retains its living alignment, and can use Intelligence-, Wisdom-, and Charisma-based skills. A standard brain cylinder has one skill at +15, one at +13, and two at +11, as chosen by the GM." + }, + { + "name": "Branch Attendant's Mask", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3561", + "summary": "Although not all attendants’ masks are enchanted, many apply a first enchantment to celebrate their acceptance into a branch of the academy. While you wear the mask or have it as your bonded item, add the associated cantrip to your prepared cantrips. This has no effect if you do not prepare cantrips from the arcane or primal lists." + }, + { + "name": "Branch of the Great Sugi", + "trait": "Magical, Necromancy, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3132", + "summary": "This large tree branch is alive, despite having been harvested from the sugi tree it once belonged to. This long, flexible, and limber branch is a +1 striking whip. When used to Strike, the branch snaps with the sound of a cracking whip but fills the air surrounding the point of impact with the pleasant scent of freshly cut cedar and a sprinkling of fallen leaves on the ground.", + "activation": "one-action] Interact; Effect You transform the branch of the great sugi from its tree form back into its whip form." + }, + { + "name": "Brass Ear", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2707", + "summary": "A brass ear is a short, flared tube with one end narrow enough to comfortably fit against the ear canal. When using it to listen through a door, window, thin wall, or similar barrier, if the barrier would normally increase the DC of your Perception check to hear sounds on the other side, the DC increases by only half as much as normal. It's not suitable for improving your hearing in general, a role better served by a hearing aids." + }, + { + "name": "Bravery Baldric (Fleet)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2309", + "summary": "A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time.", + "activation": "two-actions] (concentrate); Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type." + }, + { + "name": "Bravery Baldric (Flight)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2309", + "summary": "A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time.", + "activation": "two-actions] (concentrate); Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type." + }, + { + "name": "Bravery Baldric (Haste)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2309", + "summary": "A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time.", + "activation": "two-actions] (concentrate); Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type." + }, + { + "name": "Bravery Baldric (Healthful)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2309", + "summary": "A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time.", + "activation": "two-actions] (concentrate); Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type." + }, + { + "name": "Bravery Baldric (Healthful, Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2309", + "summary": "A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time.", + "activation": "two-actions] (concentrate); Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type." + }, + { + "name": "Bravery Baldric (Stone)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2309", + "summary": "A bravery baldric is a belt that wraps around the shoulder and draws on your well of courage. When you critically succeed on a save against a fear effect or reduce your frightened condition to 0, the baldric gains 1 charge, which slightly alters the color. A bravery baldric can hold up to 2 charges, and its charges reset to 0 when you invest it. You can have only one bravery baldric invested at a time.", + "activation": "two-actions] (concentrate); Frequency once per hour; Requirements The baldric has a charge; Effect One charge in the baldric expires, and you gain its benefit, according to its type." + }, + { + "name": "Bravo's Brew (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mental", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3300", + "summary": "This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against fear.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bravo's Brew (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mental", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3300", + "summary": "This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against fear.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Bravo's Brew (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Mental", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3300", + "summary": "This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain an item bonus to Will saves, which is greater when attempting Will saves against fear.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Brazier of Harmony", + "trait": "Censer, Fire, Magical", + "item_category": "Censer", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2601", + "summary": "The brazier of harmony is a circular, orb-shaped censer etched with celebrating creatures shaking hands and dancing. The brazier contains a pleasant-smelling potpourri of dried flowers and incenses, designed to create a calm atmosphere that encourages meditation, thoughtfulness, and camaraderie. While holding the lit censer, you gain a +1 item bonus to Diplomacy checks, whether the censer is activated or not.", + "activation": "Light Incense [two-actions] (aura, manipulate); Cost incense worth at least 1 sp; Frequency once per day; Effect When the incense is lit, pleasant, floral smoke surrounds the censer in a 20-foot emanation, creating a space of peace and harmony. Each creature that breathes the smoke is affected by 3rd-rank calm and is then temporarily immune for 24 hours. The spell's effects end when the incense burns out." + }, + { + "name": "Breath of Freedom", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=3761", + "summary": "This delicate feather ornament looks fragile but is solid as stone. When you Activate the talisman, you can immediately attempt to Escape .", + "activation": "reaction] (concentrate); Trigger You become grabbed, immobilized, or restrained; Requirements You’re an expert in Reflex saves." + }, + { + "name": "Breath of the Mantis God", + "trait": "Alchemical, Consumable, Inhaled, Poison, Virulent", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3491", + "summary": "To prevent one of their victims from being brought back to life, Red Mantis assassins often poison targets with the breath of the mantis god. After a creature is poisoned by this concoction, internal hemorrhaging frequently results in blood issuing from the creature's mouth—a condition referred to by the assassins as having “the breath of the mantis god.” While a creature can attempt to recover normally from the persistent bleed damage caused by breath of the mantis god, the persistent bleed damage will return if the poison's duration is still ongoing. If a creature dies from the poison's effects, the toxin lingers tenaciously in the creature's flesh for 1 year. During this time, if an attempt is made to bring such a slain creature back to life that doesn't create a new body for the deceased (such as with a 7th-rank resurrect ritual), the lingering effects of breath of the mantis god attempts to counteract the resurrection (counteract modifier +17, counteract rank 5). A spell like extract poison can be used to decontaminate a corpse for easier resurrection, but simpler magic such as cleanse cuisine cannot. A 5th-rank or higher cleanse affliction can also attempt to counteract lingering breath of the mantis god.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Breathtaking Vapor", + "trait": "Alchemical, Consumable, Inhaled, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1993", + "summary": "This colorless mist has a mild, waxy scent that precedes acute shortness of breath. Creatures that don't need to breathe can still take the poison's damage but are immune to its other effects.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Breech Ejectors", + "trait": "Consumable, Uncommon", + "item_category": "Customizations", + "item_subcategory": "Firing Mechanisms", + "bulk": "", + "url": "/Equipment.aspx?ID=1222", + "summary": "These spring-loaded inserts can be fitted into the breech of a double-barreled firearm over the course of 10 minutes or during the firearm's daily maintenance. After the weapon is fired, the ejectors hasten the reloading process by ejecting the spent detritus from the fired rounds. This allows you to reload both barrels of the double-barreled weapon as a single Interact action the next time you reload the weapon as long as you do so before the end of your next turn. However, the ejectors are consumed in the process, and you must spend the time to insert a new set to gain the benefit again." + }, + { + "name": "Brewer's Regret", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1309", + "summary": "When a brewer makes a batch of something they'd rather not drink, they often boil it down; add myrrh, mugwort extract, and violet salt; and sell it to chefs looking for cheap sandwich fillings. The thick, salty sourness ruins the taste of most other food, but it also creates a strong desire to live to taste anything else. For 1 hour after consumption, you gain a +2 item bonus to saves against death and negative effects. In addition, your doomed value decreases by 1 (minimum 0). You can reduce the doomed condition with brewer's regret only once per day, and after you do, you can't reduce the doomed condition from the restoration spell that same day (or vice versa).", + "activation": "one-action] Interact" + }, + { + "name": "Brewer's Regret (Greater)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1309", + "summary": "When a brewer makes a batch of something they'd rather not drink, they often boil it down; add myrrh, mugwort extract, and violet salt; and sell it to chefs looking for cheap sandwich fillings. The thick, salty sourness ruins the taste of most other food, but it also creates a strong desire to live to taste anything else. For 1 hour after consumption, you gain a +2 item bonus to saves against death and negative effects. In addition, your doomed value decreases by 1 (minimum 0). You can reduce the doomed condition with brewer's regret only once per day, and after you do, you can't reduce the doomed condition from the restoration spell that same day (or vice versa).", + "activation": "one-action] Interact" + }, + { + "name": "Briar", + "trait": "Artifact, Evocation, Magical, Transmutation, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1743", + "summary": "Briar was formed ages ago by the Eldest when they tore from Nyrissa's mind and spirit her capability to love, then solidified this emotional energy into a sword. They entrusted Briar's safe keeping to the Lantern King, who mischievously kept moving the sword from world to world, always near to the regions Nyrissa was focused on but always hidden from her so that he could privately enjoy the delicious irony that the thing she sought so ardently was always kept just out of reach.", + "activation": "reaction] ; Trigger Briar's partner Strikes Nyrissa with Briar for the first time in a round; Effect Nyrissa must make a successful DC 50 Fortitude save to resist being stunned 1 (stunned 3 on a critical failure). Briar's partner gains a +4 item bonus to all saving throws against Nyrissa's spells for 1 minute." + }, + { + "name": "Brick", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1776", + "summary": "" + }, + { + "name": "Brightbloom Posy", + "trait": "Magical, Plant, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2227", + "summary": "Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon. The spell DC of any spell cast by activating this item is 24.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast burning blossoms." + }, + { + "name": "Brightbloom Posy (Greater)", + "trait": "Magical, Plant, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2227", + "summary": "Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon. The spell DC of any spell cast by activating this item is 24.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast burning blossoms." + }, + { + "name": "Brightbloom Posy (Major)", + "trait": "Magical, Plant, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2227", + "summary": "Appearing as vibrant as the day they were picked, this cluster of flowers is arranged in a small spray, tied with a red satin ribbon. The spell DC of any spell cast by activating this item is 24.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast burning blossoms." + }, + { + "name": "Brightshade", + "trait": "Alchemical, Consumable, Injury, Poison, Vitality", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1994", + "summary": "Brewed from a plant native to the First World, brightshade destroys tissue, living or dead. Victims of this poison take poison damage if they’re alive and vitality damage if they’re undead.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Brilliant", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2833", + "summary": "This rune causes a weapon to transform into pure, brilliant energy. The weapon deals an additional 1d4 fire damage on a successful Strike, as well as 1d4 spirit damage to fiends and 1d4 vitality damage to undead. On a critical hit, the target must succeed at a DC 29 Fortitude save or be blinded for 1 round.", + "activation": "Shine Bright [one-action] (concentrate, light); Effect You plunge your weapon into darkness to return the light. Attempt a counteract check with a counteract rank of 5 and a +19 counteract modifier to end a magical darkness effect whose area is within reach of the weapon." + }, + { + "name": "Brilliant (Greater)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2833", + "summary": "This rune causes a weapon to transform into pure, brilliant energy. The weapon deals an additional 1d4 fire damage on a successful Strike, as well as 1d4 spirit damage to fiends and 1d4 vitality damage to undead. On a critical hit, the target must succeed at a DC 29 Fortitude save or be blinded for 1 round.", + "activation": "Shine Bright [one-action] (concentrate, light); Effect You plunge your weapon into darkness to return the light. Attempt a counteract check with a counteract rank of 5 and a +19 counteract modifier to end a magical darkness effect whose area is within reach of the weapon." + }, + { + "name": "Brimorak Bone Tiles", + "trait": "Catalyst, Consumable, Magical, Rare, Unholy", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3581", + "summary": "These bones from different types of demons can be used to form temporary barriers. When you crush the bone fragments and blow the resulting dust around yourself as you cast shield, the shield appears as a bone bulwark shaped like the demon’s face.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Brimstone Fumes", + "trait": "Alchemical, Consumable, Inhaled, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3327", + "summary": "Fumes from the forges of Hell drain health and strength alike. Saving Throw DC 36 Fortitude; Onset 1 round; Maximum Duration 6 rounds ; Stage …", + "activation": "one-action] (manipulate)" + }, + { + "name": "Brine Dragon Scale", + "trait": "Acid, Consumable, Talisman, Uncommon, Water", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2625", + "summary": "Brine dragons are known to distract their foes at just the right moment, and this blue-green scale appears to have come from one of these creatures. When you activate the scale, it cracks open and releases a spray of caustic saltwater at the triggering creature. The creature takes 2d8 acid damage with a DC 24 basic Reflex save. If the creature critically fails at its save, its concentration is broken—the triggering action is disrupted.", + "activation": "reaction] (concentrate); Trigger A creature in reach of the weapon takes an action with the concentrate trait. ; Prerequisite You're an expert with the affixed weapon" + }, + { + "name": "Bring Me Near", + "trait": "Magical, Teleportation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2188", + "summary": "This collapsible fine spyglass consists of 3 leather tubes that slide into one another. The edge of each is trimmed in silver, and the lenses are made of finely crafted glass. While looking through it, you gain a +2 item bonus to any Perception checks made involving sight.", + "activation": "minute (concentrate, manipulate); Frequency once per day; Effect You focus on any spot you can see within 5 miles through the spyglass and rotate its parts in a meticulous order. You and up to 4 willing creatures adjacent to you are instantly teleported to that spot. If there's not enough room for everyone, only you are transported. If there's not enough room for you, the teleportation fails." + }, + { + "name": "Bristling Spines (Greater)", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3179", + "summary": "The DC is 23 and the spines deal 5d8 damage. Instead of being dazzled on a critical failure, the target is instead blinded until the end of their next turn.", + "activation": "Urticating Burst [two-actions] (manipulate) ; Frequency once per day; Effect You flick tiny spines in a 15-foot cone, dealing the listed amount of piercing damage to all creatures in the area with a basic Reflex save. On a critical failure, the creature is also dazzled until the end of their next turn." + }, + { + "name": "Bristling Spines (Lesser)", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3179", + "summary": "Your exposed skin is covered in fine, needle-like hairs that you can flick into the eyes of enemies.", + "activation": "Urticating Burst [two-actions] (manipulate) ; Frequency once per day; Effect You flick tiny spines in a 15-foot cone, dealing the listed amount of piercing damage to all creatures in the area with a basic Reflex save. On a critical failure, the creature is also dazzled until the end of their next turn." + }, + { + "name": "Bristling Spines (Moderate)", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3179", + "summary": "Your exposed skin is covered in fine, needle-like hairs that you can flick into the eyes of enemies.", + "activation": "Urticating Burst [two-actions] (manipulate) ; Frequency once per day; Effect You flick tiny spines in a 15-foot cone, dealing the listed amount of piercing damage to all creatures in the area with a basic Reflex save. On a critical failure, the creature is also dazzled until the end of their next turn." + }, + { + "name": "Broken Ram's Thorn", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3256", + "summary": "The thorny growths on a rosethorn ram's horns break off into jagged pieces when these animals fight. When used to enhance the two-action version of a howling blizzard spell, these thorns cause the squares directly adjacent to every creature within the spell's area of effect to become littered with icy caltrops. The first creature that moves into each affected square must succeed at an Acrobatics check with a DC equal to spell's save DC or take an amount of cold damage equal to the spell's rank. When a creature takes damage from the icy caltrops, enough are damaged that other creatures moving into that square are safe.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Broken Tusk Pendant", + "trait": "Enchantment, Invested, Primal, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1508", + "summary": "The followers of the Broken Tusk have passed down their custom of crafting and gifting these small ivory necklaces for generations. They're typically made from mammoth tusk (though any type of ivory will do), and each is carved to resemble a particular kind of animal—usually a raven, a moose, an ox, or an otter. Because tradition dictates that Broken Tusk followers take ivory only from already-dead animals, Broken Tusk pendants are especially rare; if an individual loses their pendant, it might be years before they acquire the materials necessary to fashion a replacement. Broken Tusk pendants bear no magical powers if they are made for oneself; only gifted pendants have true magical properties.", + "activation": "reaction] Interact; Frequency once per hour; Trigger An animal targets you with a melee attack, and you can see the animal; Effect You gain a +1 item bonus to AC against the triggering attack, or a +2 item bonus if the animal is the specific kind depicted by the pendant." + }, + { + "name": "Broken Tusk Pendant (Greater)", + "trait": "Enchantment, Invested, Primal, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1508", + "summary": "The followers of the Broken Tusk have passed down their custom of crafting and gifting these small ivory necklaces for generations. They're typically made from mammoth tusk (though any type of ivory will do), and each is carved to resemble a particular kind of animal—usually a raven, a moose, an ox, or an otter. Because tradition dictates that Broken Tusk followers take ivory only from already-dead animals, Broken Tusk pendants are especially rare; if an individual loses their pendant, it might be years before they acquire the materials necessary to fashion a replacement. Broken Tusk pendants bear no magical powers if they are made for oneself; only gifted pendants have true magical properties.", + "activation": "reaction] Interact; Frequency once per hour; Trigger An animal targets you with a melee attack, and you can see the animal; Effect You gain a +1 item bonus to AC against the triggering attack, or a +2 item bonus if the animal is the specific kind depicted by the pendant." + }, + { + "name": "Bronze Bull Pendant", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2966", + "summary": "This pendant is forged from grainy steel and depicts a snorting bull's face. The pendant must be attached to the chest area or on a shoulder guard. When you activate the pendant, attempt an Athletics check to Shove with a +1 item bonus to check. Increase the distance you Shove your target to 10 feet on a success or 20 feet on a critical success.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Brooch of Inspiration", + "trait": "Divination, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1434", + "summary": "This finely cut garnet brooch fills your mind with vigor and occasional bursts of mental clarity. While wearing the brooch, you gain a +1 item bonus to checks to Recall Knowledge with Lore skills.", + "activation": "two-actions] envision (fortune); Frequency once per day; Effect You think hard on a topic and receive a sudden inspiration. You attempt to Recall Knowledge using Lore. On this check, you roll twice and take the higher result." + }, + { + "name": "Brooch of Inspiration (Greater)", + "trait": "Divination, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1434", + "summary": "This finely cut garnet brooch fills your mind with vigor and occasional bursts of mental clarity. While wearing the brooch, you gain a +1 item bonus to checks to Recall Knowledge with Lore skills.", + "activation": "two-actions] envision (fortune); Frequency once per day; Effect You think hard on a topic and receive a sudden inspiration. You attempt to Recall Knowledge using Lore. On this check, you roll twice and take the higher result." + }, + { + "name": "Brooch of Inspiration (Major)", + "trait": "Divination, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1434", + "summary": "This finely cut garnet brooch fills your mind with vigor and occasional bursts of mental clarity. While wearing the brooch, you gain a +1 item bonus to checks to Recall Knowledge with Lore skills.", + "activation": "two-actions] envision (fortune); Frequency once per day; Effect You think hard on a topic and receive a sudden inspiration. You attempt to Recall Knowledge using Lore. On this check, you roll twice and take the higher result." + }, + { + "name": "Brooch of Shielding", + "trait": "Abjuration, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=418", + "summary": "This piece of silver or gold jewelry is adorned with miniature images of kite shields and can be used to fasten a cloak or cape. The brooch automatically absorbs magic missile spells targeting you. A brooch of shielding can absorb 30 individual magic missiles before it melts and becomes useless. Sometimes when found, a brooch of shielding has already absorbed a number of missiles." + }, + { + "name": "Bubbling Scale", + "trait": "Consumable, Magical, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=1497", + "summary": "This dark, iridescent scale is about the size of a small coin. When you swallow the scale, you immediately grow a patch of scales that cover the majority of your body. For 1 hour, you can hold your breath for 15 rounds plus your Constitution modifier (instead of 5 rounds + your Constitution modifier) before drowning. It has no effect in non-aquatic environments that require you to hold your breath. After this time, the scales wither and fall off your body.", + "activation": "one-action] Interact" + }, + { + "name": "Bullhook", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=583", + "summary": "A bullhook is a stout rod about 4 feet long with a blunt hook on the end. Too dull to be useful as a weapon, a bullhook is instead used to direct animals in training or in performing their tasks. A bullhook grants you an item bonus to Nature checks to Command an Animal while you are holding it.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect You wave the bullhook to produce the effects of a command spell. This spell loses the linguistic trait and can target only animals." + }, + { + "name": "Bullhook (Greater)", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=583", + "summary": "A bullhook is a stout rod about 4 feet long with a blunt hook on the end. Too dull to be useful as a weapon, a bullhook is instead used to direct animals in training or in performing their tasks. A bullhook grants you an item bonus to Nature checks to Command an Animal while you are holding it.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect You wave the bullhook to produce the effects of a command spell. This spell loses the linguistic trait and can target only animals." + }, + { + "name": "Bunta", + "trait": "Artifact, Conjuration, Magical, Teleportation, Unique", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=50", + "summary": "This hand-woven coracle appears large enough to hold only a single person. When you pilot the boat, however, you can take on up to a dozen passengers, which ride in your soul. While there, their bodies and equipment are absorbed into you—they are aware of everything you sense and can communicate telepathically with you or any other passengers, but otherwise can't act except to Recall Knowledge and use actions that require only the use of their mind (as determined by the GM). They can exit your soul, or you can remove any number of them using a single action—which has the concentrate trait—causing them to appear in a space adjacent to Bunta. If you leave Bunta or are killed, any creatures in your soul immediately exit your body into the nearest available space. If you leave Bunta after piloting it, you can use a single action, which has the concentrate trait, to store the boat in your soul. You can remove it from your soul into an adjacent square with another such action. If Bunta takes enough damage to destroy it, it bursts into golden mist, then reforms over 24 hours in its last pilot's soul.", + "activation": "three-actions] command, envision, Interact; Requirements You are piloting Bunta; Effect A silver river flows from your heart, traveling forward in a line that flows around obstacles as if it were water. If Bunta travels at least its speed along the river each round for 10 minutes, you arrive at another plane as if you cast plane shift. You arrive in a destination you specify, or a random location if you don't have a choice. If Bunta ever does not travel at least its Speed in a round, you can disrupt this activation. If you continue, you have a 1% cumulative chance of ending up in a random extraplanar location for each round that Bunta did not travel at least its Speed, to a maximum of a 60% chance if Bunta didn't travel at least its Speed for the full 10 minutes. As long as you remain on Bunta, you are protected from any harmful effects of the plane's environment." + }, + { + "name": "Buoyancy Vest", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=863", + "summary": "This canvas vest has been filled with cork shavings, tightly folded, and sewn shut. Wearing a buoyancy vest allows you to float in water with a lowered risk of sinking. If you end your turn in water while wearing a buoyancy vest and haven't succeeded at a Swim action that turn, attempt a DC 5 flat check. On a success, you do not sink, though you can still get moved by the current, as determined by the GM. The GM can also determine whether the vest is more or less effective in different weather conditions, raising the DC in rough waters or lowering the DC in calm water." + }, + { + "name": "Buoyant Shot", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Siege Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3867", + "summary": "These stone spheres are etched with images of clouds. Each buoyant shot is 1 Bulk instead of 4 and can float on the surface of water instead of sinking. When this ammunition is Launched, a creature who fails their Reflex saving throw is also pushed 5 feet away from the center of the burst (10 feet on a critical failure)." + }, + { + "name": "Burglar's Rosebud", + "trait": "Consumable, Emotion, Mental, Plant, Uncommon, Wood", + "item_category": "Consumables", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3733", + "summary": "Though originally intended to protect a green man’s favorite agents against predation by pesky herbivores, thieves have adapted the design to help them disperse guard animals. The soft flower bud belies the horrible perfume contained within. Activated by cracking open the petals, the rosebud exudes a noxious cloud that has the olfactory trait for 10 minutes. If dropped, it fills a 10-foot-burst. If you carry it in one hand and periodically waft it as a free action, the rosebud instead gives you a 10-foot emanation. Creatures that enter or start their turn in the cloud must succeed at a Fortitude save against the listed DC or become sickened 1. Animals and beasts that critically fail are also fleeing for 1 round. A creature that successfully saves against the burglar’s rosebud becomes temporarily immune to the effects for 24 hours.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Burial Oil", + "trait": "Consumable, Magical, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2069", + "summary": "A pearlescent fluid, burial oil applied to a weapon grants the benefits of a vitalizing rune for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Burial Oil (Greater)", + "trait": "Consumable, Magical, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2069", + "summary": "A pearlescent fluid, burial oil applied to a weapon grants the benefits of a vitalizing rune for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Burning Badger Guts Snare", + "trait": "Consumable, Fire, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1270", + "summary": "When a creature enters the trapped square, putrefied badger guts coated in hyper-flammable oil and several other incendiary reactants catch fire and are dumped in the snare's square, as well as up to two adjacent squares that you choose when you set the snare. The burning oil deals 5d8 fire damage to any creatures in the affected squares. Those creatures must attempt a DC 27 Fortitude save." + }, + { + "name": "Burnished Plating", + "trait": "Adjustment, Uncommon", + "item_category": "Adjustments", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1427", + "summary": "These highly polished metal plates can be added to any armor. While wearing armor with burnished plating, you gain the Sunshine! reaction. However, you take a –4 circumstance penalty to Stealth checks except in darkness, and your armor's Strength entry increases its value by 2, requiring you to have a higher Strength score to overcome the armor's penalties. Even if you meet your armor's new Strength entry, you still take the penalty to Stealth checks. When you are critically hit by an attack that deals bludgeoning damage, burnished plating stops working until someone spends 10 minutes repairing and polishing it; this doesn't require a Crafting check." + }, + { + "name": "Burrowing Bolt", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3863", + "summary": "These arrows have tips grooved like a drill bit and angled fletching, causing them to spin quickly about their shaft when fired. When striking a structure or object of Hardness 14 or less within your first range increment, an activated burrowing bolt tunnels into the surface silently and leaves a hole behind it, burrowing through up to 5 feet of material before magically vanishing.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Busine of Divine Reinforcement", + "trait": "Conjuration, Divine, Good, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1566", + "summary": "This long, straight, trumpet-like instrument is made of well-polished brass and adorned with imagery of angels fighting demons or religious symbols. When played as an instrument, the busine generates powerful and harmonious notes and grants a +2 item bonus to Performance checks.", + "activation": "three-actions] command, envision, Interact; Frequency once per day; Effect You blow into the busine and conjure a celestial with the effects of a 6th-level summon celestial spell, but there are no alignment restrictions to define which celestials you can call. The celestial will fight only evil creatures and leaves after all present evil creatures have been defeated or the spell's duration ends, whichever comes first. You can Sustain the Activation to extend the spell's duration, as normal. If you have a deity and the conjured celestial's alignment is one of your deity's preferred alignments, the effect functions as a normal 6th-level summon celestial spell instead, meaning the celestial will fight any creature, not just evil creatures, and will perform other tasks as you command." + }, + { + "name": "Butterfly or Moth", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1670", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Cage", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animal Caretaking Gear", + "bulk": "", + "url": "/Equipment.aspx?ID=1698", + "summary": "" + }, + { + "name": "Caisson", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=98", + "summary": "This heavily armored wagon is designed to transport black powder and other flammable munitions in and around combat zones. It has extra armor plating that increases its weight to several times that of an ordinary wagon. Due to this extra weight, the armored wagon is quite slow." + }, + { + "name": "Calamity Glass", + "trait": "Cursed, Divination, Magical, Scrying", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1641", + "summary": "This mirror appears to give warnings about the future, but subtle and malevolent hands designed the silver-framed glass to lure heroes into bringing doom upon those they hope to save.", + "activation": "minute (envision, Interact); Frequency once per week; Effect You activate the calamity glass and obtain a vision related to a likely action or event within the next 48 hours. The calamity glass decides what vision to show, though if you think about a specific event, the vision is typically at least tangentially related." + }, + { + "name": "Called (Accessory Rune)", + "trait": "Conjuration, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1386", + "summary": "With this rune, you can instantly retrieve an item in your possession without digging around looking for it. ", + "activation": "one-action] command; Frequency once per hour; Requirements You have a free hand and the called item is in a bag, pack, pouch, or other container on your person, or unattended within 30 feet; Effect The item teleports to a free hand." + }, + { + "name": "Called (Weapon Rune)", + "trait": "Conjuration, Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1567", + "summary": "A called weapon can be teleported to its owner's hand. ", + "activation": "two-actions] command, envision; Effect You extend your hand and call the weapon. If the weapon is within 100 feet of you, it appears in your hand even if it was restrained. If the weapon is in another creature's possession, that creature can attempt a Will save against your Will DC. If the creature succeeds, your bond as the owner is broken, and you can't use this activation again until you use the first activation to restore the connection." + }, + { + "name": "Calling Stone", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Siege Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3868", + "summary": "This magical ammunition is made of clear amber with an inner glow that pulses rapidly. It is used by commanders to aid their troops in focusing fire on a specific enemy location. When activated, the blast area is illuminated in a brilliant light that draws the eye from across the battlefield. This light lasts for 1 minute, during which time Aim actions that end with a siege weapon targeting within the illuminated area can be made using one fewer action than normal (minimum 1).", + "activation": "one-action] (concentrate)" + }, + { + "name": "Caltrop Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3367", + "summary": "This snare consists of a hidden canister of caltrops attached to a trip wire. When the snare is triggered, it flings the caltrops into either the snare's square or a square adjacent to the snare. You choose which square when you set up the snare." + }, + { + "name": "Caltrops", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2708", + "summary": "These four-pronged metal spikes can damage a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 Acrobatics check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a –5-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough are ruined that other creatures moving into the square are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough are ruined that they can't be salvaged." + }, + { + "name": "Camouflage Dye (Greater)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1937", + "summary": "Camouflage dye uses a variety of alchemically treated paints and crushed crystals to make the user particularly hard to distinguish from their surroundings. When you Activate the dye by sprinkling it on yourself or a creature within reach, the target and its clothing change colors, blending into their surroundings until the target makes a sudden movement. The target can Hide or Sneak without cover or concealment for 10 minutes. If the target uses a hostile action or moves at more than half its Speed, after that action is completed, the effects of camouflage powder end and the creature ceases to be hidden or undetected.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Camouflage Dye (Lesser)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1937", + "summary": "Camouflage dye uses a variety of alchemically treated paints and crushed crystals to make the user particularly hard to distinguish from their surroundings. When you Activate the dye by sprinkling it on yourself or a creature within reach, the target and its clothing change colors, blending into their surroundings until the target makes a sudden movement. The target can Hide or Sneak without cover or concealment for 10 minutes. If the target uses a hostile action or moves at more than half its Speed, after that action is completed, the effects of camouflage powder end and the creature ceases to be hidden or undetected.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Camouflage Suit", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1201", + "summary": "This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you blend in seamlessly with the environment. Due to the abrasive nature of the materials used, this item is unsuitable for use by unarmored characters. You can prepare the suit for use within your current environment by using an exploration activity that takes at least 10 minutes, but sometimes longer if the materials are hard to find or the environment is unusual enough to warrant additional difficulty in preparing camouflage that can blend with it consistently." + }, + { + "name": "Camouflage Suit (Superb)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1201", + "summary": "This lightweight mesh fits easily over light armor. The suit is designed to incorporate local flora and ground clutter into the mesh to help you blend in seamlessly with the environment. Due to the abrasive nature of the materials used, this item is unsuitable for use by unarmored characters. You can prepare the suit for use within your current environment by using an exploration activity that takes at least 10 minutes, but sometimes longer if the materials are hard to find or the environment is unusual enough to warrant additional difficulty in preparing camouflage that can blend with it consistently." + }, + { + "name": "Camouflaging Chromatophores (Greater)", + "trait": "Graft, Invested, Magical, Uncommon", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3180", + "summary": "Special cells in your skin can change color to help you blend in with your environment. You gain the listed item bonus to Stealth checks to Sneak and Hide.", + "activation": "Background Adaptation [two-actions] (concentrate); Frequency once per day; Effect For 1 minute, you can Hide without needing cover or concealment to do so. This doesn’t allow you to Sneak without ending your movement in cover or concealment, however, as your skin’s attempts to match the background as you move produce noticeable rippling waves of color." + }, + { + "name": "Camouflaging Chromatophores (Lesser)", + "trait": "Graft, Invested, Magical, Uncommon", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3180", + "summary": "Special cells in your skin can change color to help you blend in with your environment. You gain the listed item bonus to Stealth checks to Sneak and Hide.", + "activation": "Background Adaptation [two-actions] (concentrate); Frequency once per day; Effect For 1 minute, you can Hide without needing cover or concealment to do so. This doesn’t allow you to Sneak without ending your movement in cover or concealment, however, as your skin’s attempts to match the background as you move produce noticeable rippling waves of color." + }, + { + "name": "Camp Shroud (Greater)", + "trait": "Consumable, Illusion, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=1568", + "summary": "Knights make use of this magically treated powder to help hide their camps while traveling through the Gravelands or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen.", + "activation": "one-action] Interact" + }, + { + "name": "Camp Shroud (Lesser)", + "trait": "Consumable, Illusion, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=1568", + "summary": "Knights make use of this magically treated powder to help hide their camps while traveling through the Gravelands or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen.", + "activation": "one-action] Interact" + }, + { + "name": "Camp Shroud (Major)", + "trait": "Consumable, Illusion, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=1568", + "summary": "Knights make use of this magically treated powder to help hide their camps while traveling through the Gravelands or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen.", + "activation": "one-action] Interact" + }, + { + "name": "Camp Shroud (Minor)", + "trait": "Consumable, Illusion, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=1568", + "summary": "Knights make use of this magically treated powder to help hide their camps while traveling through the Gravelands or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen.", + "activation": "one-action] Interact" + }, + { + "name": "Camp Shroud (Moderate)", + "trait": "Consumable, Illusion, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=1568", + "summary": "Knights make use of this magically treated powder to help hide their camps while traveling through the Gravelands or other dangerous regions. When you toss the powder into a campfire or other sizable fire, the fire produces a thin mist that enshrouds everything in a 10-foot emanation from the fire. The mist creates protective illusions that remain for up to 12 hours and make it difficult to spot the area from afar. You can end the effect earlier by putting out the fire. Light and smoke produced in the area aren't visible from outside the area. The illusions don't prevent sound from traveling nor prevent the area or its inhabitants from being seen.", + "activation": "one-action] Interact" + }, + { + "name": "Campaign Stable", + "trait": "Conjuration, Magical, Structure, Uncommon", + "item_category": "Structures", + "item_subcategory": "", + "bulk": "L when not activated", + "url": "/Equipment.aspx?ID=1569", + "summary": "Used to facilitate the care of mounts during long campaigns or when it's necessary to move camp frequently, this object appears to be a simple, worn wooden horseshoe.", + "activation": "minute (command, Interact; Frequency once per day; Effect You place the horseshoe on the ground and it unfolds into a spacious stable with a wide central aisle, stalls to accommodate up to eight horses, and sufficient feed and water to sustain the horses for 1 day. The stalls can house other quadrupedal mounts, but the stable provides only horse feed, which might be unsuitable for other creatures. As a 1-minute activity, which has the concentrate trait, you can alter the shape of the stalls to accommodate different mounts, though the space available within the stable never changes, only the layout." + }, + { + "name": "Canary Informant (Advanced Services)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2468", + "summary": "Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your missions. Sometimes, you may need to gather information in an area or culture you're not familiar with, and you may need to do so without being seen or in advance of your arrival to that location. Utilizing a local network of eyes and ears is often the best way to carry out this type of reconnaissance. Organizations like the Firebrands have large networks of canaries scattered throughout the Inner Sea region capable of gathering information or following specific targets, and some Firebrands may even be canaries themselves." + }, + { + "name": "Canary Informant (Basic Services)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2468", + "summary": "Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your missions. Sometimes, you may need to gather information in an area or culture you're not familiar with, and you may need to do so without being seen or in advance of your arrival to that location. Utilizing a local network of eyes and ears is often the best way to carry out this type of reconnaissance. Organizations like the Firebrands have large networks of canaries scattered throughout the Inner Sea region capable of gathering information or following specific targets, and some Firebrands may even be canaries themselves." + }, + { + "name": "Canary Tail (First Week)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2468", + "summary": "Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your missions. Sometimes, you may need to gather information in an area or culture you're not familiar with, and you may need to do so without being seen or in advance of your arrival to that location. Utilizing a local network of eyes and ears is often the best way to carry out this type of reconnaissance. Organizations like the Firebrands have large networks of canaries scattered throughout the Inner Sea region capable of gathering information or following specific targets, and some Firebrands may even be canaries themselves." + }, + { + "name": "Canary Tail (Fourth Week)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2468", + "summary": "Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your missions. Sometimes, you may need to gather information in an area or culture you're not familiar with, and you may need to do so without being seen or in advance of your arrival to that location. Utilizing a local network of eyes and ears is often the best way to carry out this type of reconnaissance. Organizations like the Firebrands have large networks of canaries scattered throughout the Inner Sea region capable of gathering information or following specific targets, and some Firebrands may even be canaries themselves." + }, + { + "name": "Canary Tail (Second Week)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2468", + "summary": "Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your missions. Sometimes, you may need to gather information in an area or culture you're not familiar with, and you may need to do so without being seen or in advance of your arrival to that location. Utilizing a local network of eyes and ears is often the best way to carry out this type of reconnaissance. Organizations like the Firebrands have large networks of canaries scattered throughout the Inner Sea region capable of gathering information or following specific targets, and some Firebrands may even be canaries themselves." + }, + { + "name": "Canary Tail (Third Week)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2468", + "summary": "Knowledge is often the key to a successful venture, and canaries are boots on the ground who can get the information you need to carry out your missions. Sometimes, you may need to gather information in an area or culture you're not familiar with, and you may need to do so without being seen or in advance of your arrival to that location. Utilizing a local network of eyes and ears is often the best way to carry out this type of reconnaissance. Organizations like the Firebrands have large networks of canaries scattered throughout the Inner Sea region capable of gathering information or following specific targets, and some Firebrands may even be canaries themselves." + }, + { + "name": "Candle", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2709", + "summary": "A lit candle sheds dim light in a 10-foot radius for 8 hours." + }, + { + "name": "Candle of Inflamed Passions", + "trait": "Consumable, Fire, Magical, Mental", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=2602", + "summary": "This blood-red candle is made from wax derived from oil shale found in certain parts of the Plane of Fire. The wick burns with a flame that flickers and dances even if there's no draft to stir it. You activate the candle by lighting it, which causes creatures within 10 feet of the candle to find their emotions running high. Creatures in the area take a –1 status penalty to saving throws against emotion effects. Once lit, the candle burns for 10 minutes. If extinguished, it can't be relit.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Candle of Invocation", + "trait": "Conjuration, Consumable, Divine, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=709", + "summary": "This golden candle bears the symbol of a specific deity emblazoned on its surface, surrounded by the iconography of that deity's faith. Once lit, this candle burns for 1 hour, and it can't be extinguished.", + "activation": "one-action] Interact" + }, + { + "name": "Candle of Revealing", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3412", + "summary": "When lit, this black candle's eerie blue flame reveals the presence of invisible creatures. Within a 10-foot radius of the lit candle, creatures don't benefit from the invisible condition. Their bodies are outlined, not fully visible, so they're concealed. Once lit, the candle burns for 1 minute, after which the effect ends. If extinguished, it can't be relit.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Candle of Truth", + "trait": "Consumable, Magical, Mental, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=2999", + "summary": "This tapered candle has a golden wick that burns with white fire. You activate the candle by lighting it, which causes creatures within 10 feet of the candle to find it difficult to tell falsehoods. Creatures in the area receive a –4 status penalty to Lie.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Candlecap", + "trait": "Invested, Light, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2332", + "summary": "The crown of a candlecap is stitched leather sewn in the shape of a small bowl. Fixed inside the bowl is a melted nub of wax with a small black wick.", + "activation": "one-action] (manipulate); Effect You shake your head, and the candle wick ignites. The candlecap sheds dim light in a 20-foot radius. The candle doesn't require oxygen and can't be smothered or quenched. Activating the candlecap again douses the light." + }, + { + "name": "Cane", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2772", + "summary": "A cane is a straight length of wood with a curved handle, shaped like the tip of a hook. Its simple design helps with balance and only slightly assists with taking weight off the affected opposite leg. The cane is typically 2 to 3 feet long but can be lengthened or shortened as needed." + }, + { + "name": "Cane of the Maelstrom", + "trait": "Artifact, Conjuration, Cursed, Divine, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=899", + "summary": "A large crystal of warpglass floats above the head of this silvery purple +3 anarchic greater striking club. If you successfully Strike a creature, the cane also affects the target with a warpwave. While you carry the cane, you hear a constant, distracting chorus of laughing, incoherent Protean whispers and sing-song voices in your mind. Blatant acts of self-indulgence or narcissism quell these whispers, from a few minutes up to a full day depending on the scope of the act, but they immediately return when you use the artifact's powers. The gradually rising chorus eventually drives away rational thought and renders the cane's owner insane, even if staved off from time to time with self-centered acts. As the artifact's abilities pull material from the Maelstrom, it doesn't function in areas where planar connections are severed.", + "activation": "minute (Interact); Effect The Cane of the Maelstrom casts a 5th-level creation spell, except the duration is unlimited and you can create delicate or complex objects by succeeding at an applicable Crafting skill check when you activate this ability." + }, + { + "name": "Cantrip Deck (5-Pack)", + "trait": "Evocation, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1046", + "summary": "In an effort to spread the knowledge of magic as widely as possible, worshippers of Nethys discovered a way to bind cantrips into cards accessible even to non-spellcasters. The deck contains thick parchment cards, each roughly half the size of a playing card. In precise, no-nonsense script, each card simply states the name of its cantrip, color-coded based on its school.", + "activation": "one-action] or more (envision, Interact); Effect You envision your desired cantrip, causing its card to rise to the top of the deck, and draw the card. The deck casts that cantrip as a 1st-level spell, with a DC of 15 and a spell attack modifier of +5. The card crumbles into dust as the cantrip takes effect. The activation takes the same number of actions as the cantrip you chose takes to cast." + }, + { + "name": "Cantrip Deck (Full Pack)", + "trait": "Evocation, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1046", + "summary": "In an effort to spread the knowledge of magic as widely as possible, worshippers of Nethys discovered a way to bind cantrips into cards accessible even to non-spellcasters. The deck contains thick parchment cards, each roughly half the size of a playing card. In precise, no-nonsense script, each card simply states the name of its cantrip, color-coded based on its school.", + "activation": "one-action] or more (envision, Interact); Effect You envision your desired cantrip, causing its card to rise to the top of the deck, and draw the card. The deck casts that cantrip as a 1st-level spell, with a DC of 15 and a spell attack modifier of +5. The card crumbles into dust as the cantrip takes effect. The activation takes the same number of actions as the cantrip you chose takes to cast." + }, + { + "name": "Cape of Grand Entrances", + "trait": "Enchantment, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2457", + "summary": "This regal blue cape is crafted from a hefty yet elegant velvet embroidered with ornate silver stars and dragons. Falling in a cascade of fabric, the cape rustles and flows in all the right ways and hangs upon your shoulders in a way that flatters your form and figure. You draw the eyes of those around you and gain a +2 item bonus to your Performance checks.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect With a flourish of your cape, you make a grand entrance that draws the attention of those around you. You cast enthrall with a DC of 25. The spell gains the visual trait and loses the auditory trait. You Sustain the Spell by continuing to sweep the cape about." + }, + { + "name": "Cape of Illumination (Greater)", + "trait": "Evocation, Invested, Light, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2458", + "summary": "This golden cape, embroidered with vibrant red sun rays, sparkles like sunlight reflecting off the ocean.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You draw the cape and unleash a blinding flash of light. All enemies within 30 feet that can see you must attempt a DC 19 Fortitude save." + }, + { + "name": "Cape of Illumination (Lesser)", + "trait": "Evocation, Invested, Light, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2458", + "summary": "This golden cape, embroidered with vibrant red sun rays, sparkles like sunlight reflecting off the ocean.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You draw the cape and unleash a blinding flash of light. All enemies within 30 feet that can see you must attempt a DC 19 Fortitude save." + }, + { + "name": "Cape of Illumination (Moderate)", + "trait": "Evocation, Invested, Light, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2458", + "summary": "This golden cape, embroidered with vibrant red sun rays, sparkles like sunlight reflecting off the ocean.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You draw the cape and unleash a blinding flash of light. All enemies within 30 feet that can see you must attempt a DC 19 Fortitude save." + }, + { + "name": "Cape of Justice", + "trait": "Evocation, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2682", + "summary": "While Yaezhing is feared and seldom worshipped in the open, some regions of Tian Xia see him as a god of necessary evil and their only hope for justice. This garment is often worn by bounty hunters or priests of Yaezhing, yet non-worshippers of the god of harsh justice sometimes wear this item without fear of religious persecution. The red cape appears almost black while in the shadows, with a lighter red mandala pattern on it that resembles a shuriken.", + "activation": "two-actions] command, Interact (incapacitation); Frequency once per day; Effect You produce manacles from the cape and then fling them at a Medium or Small bipedal target within 30 feet. The target must attempt a DC 18 Reflex save." + }, + { + "name": "Cape of the Open Sky", + "trait": "Invested, Magical, Rare, Transmutation", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=948", + "summary": "This cloth of gold cape was originally gifted to one of Goka's emperors centuries ago. Since then, it has spawned many imitations, which are all alike in that they are dyed with an elaborate seal depicting two drakes flanking Goka's palace and the Seven Dragons Bridge. The beautiful cape grants you a +3 item bonus to checks to Lie and to Make an Impression. While you wear the cape, the weather (including wind and fog) doesn't affect your movement or vision. Additionally, whenever you fall while wearing the cape of the open sky, the cape automatically casts feather fall on you.", + "activation": "one-action] command; Frequency once per minute; Effect The cloak pushes you onward. You Stride or Fly up to your Speed, but you can move only in a straight line. You gain a +15-foot status bonus to your Speed and fly Speed for this movement." + }, + { + "name": "Capsaicin Tonic", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=903", + "summary": "This translucent, pale-yellow drink has several pepper seeds suspended within it. Although the tonic is painfully spicy when first consumed, the heat soon fades as the tonic coats your throat. In the next hour, you can use the activation below up to three times; the third time you use it, the effects of the capsaicin tonic end. While under the effects of the tonic, you can easily consume even the spiciest of foods without trouble.", + "activation": "one-action] Interact; Effect You belch out a foul-smelling cloud of blisteringly spicy gas that fills a single square adjacent to you. Creatures within the cloud are concealed, and all creatures outside the cloud are concealed to creatures within it. The cloud remains for 1 minute but can be dispersed by a strong wind. The cloud deals 1d4 fire damage to creatures that enter the cloud on their turn, as well as to creatures that start their turn in the cloud (a creature takes this damage no more than once per round, even if it moves back and forth into the cloud multiple times during the round)." + }, + { + "name": "Captivating Bauble", + "trait": "Auditory, Consumable, Emotion, Linguistic, Magical, Talisman, Visual", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2098", + "summary": "This talisman appears as an ornate piece of jewelry of the highest quality. When you Activate it, your speech and mannerisms become supernaturally compelling for up to 1 hour. By engaging an intelligent creature in conversation for at least 1 minute, you can cause them to become fascinated unless they succeed at a DC 30 Will save. This fascination lasts for as long as you continue conversing or until you move at least 20 feet away. When the effect ends, the target becomes temporarily immune for 24 hours. If you or any ally within 120 feet takes an overtly hostile action while a creature is fascinated by the bauble, the bauble burns out in a shower of sparks and all its effects end.", + "activation": "three-actions] (concentrate, manipulate); Requirements You are a master in Deception or Diplomacy." + }, + { + "name": "Captivating Rosebud", + "trait": "Consumable, Emotion, Magical, Uncommon, Wood", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2639", + "summary": "Named because of its popularity among thieves to distract any authorities in pursuit, a captivating rosebud has a near-irresistible fragrance. ", + "activation": "Rose Vines 10 minutes (manipulate); Effect You plant the captivating rosebud into a square adjacent to a building or other structure. It grows into a rosebush that stretches up to 30 feet tall. You and your allies can use the rosebush as a ladder to Climb easily up and down the side of the adjacent structure, but all other creatures must succeed at a DC 17 Will saving throw or fail to notice the rosebush's presence." + }, + { + "name": "Captivating Score", + "trait": "Auditory, Consumable, Enchantment, Incapacitation, Magical, Mental, Missive", + "item_category": "Consumables", + "item_subcategory": "Missive", + "bulk": "", + "url": "/Equipment.aspx?ID=2060", + "summary": "A captivating score is a piece of parchment prepared for musical notation, long enough for a short song. You must be trained in Performance to properly compose this missive (or trained in an appropriate Lore skill your GM allows). You choose one of the emotions described below and write a musical composition to convey that emotion about a subject of your choice, typically a person or group. When activated, the missive plays a note-perfect rendition of the inscribed score. Each creature that can hear the score must succeed at a DC 28 Will save or be influenced to feel the emotion you chose toward the subject of your composition. This lasts for 1 hour, typically returning the creature to its initial attitude unless new events have altered their attitude long-term.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Careless Delight", + "trait": "Alchemical, Consumable, Ingested, Mental, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1995", + "summary": "Sometimes called liquid persuasion, this sweet-tasting tincture induces euphoria that lowers inhibitions and increases trust. The status penalty from being stupefied due to this poison doubles when applied to Deception checks to Lie, Perception checks to Sense Motive, and Perception DCs to detect a Lie.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Carriage", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=63", + "summary": "Space 10 feet long, 10 feet wide, 7 feet high" + }, + { + "name": "Carrion Cask", + "trait": "Magical, Necromancy, Uncommon", + "item_category": "Other", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1797", + "summary": "This stylized, palm-sized box contains a black, ooze-like substance that can easily devour a corpse in moments, breaking the body down into a necromantic sludge.", + "activation": "two-actions] command, envision; Frequency once per day; Requirements The carrion cask has consumed a corpse since the last time it was activated; Effect You release the sludge from the carrion cask's last meal in a pulse of necromantic energy. Creatures in a 30-foot cone take 6d6 negative damage, with a DC 24 basic Fortitude save." + }, + { + "name": "Cart", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=64", + "summary": "Space 10 feet long, 5 feet wide, 4 feet high" + }, + { + "name": "Cartographer's Kit", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=847", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction." + }, + { + "name": "Cassisian Helmet", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2333", + "summary": "A small, feathered wing is attached to either side of this ornate brass helmet. A visor on the front lowers to cover your face. While wearing the cassisian helmet, you gain a +1 status bonus to AC and saves against unholy creatures and effects.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per hour; Effect Lowering the visor, you send out eye beams that deal your choice of 2d6 cold or fire damage (DC 20 basic Reflex save) to all creatures in a 15-foot line." + }, + { + "name": "Cat", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1671", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Cat (Galtan Orange)", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1671", + "summary": "The Galtan orange cat was bred to have short legs and a thick orange coat so it could easily hunt vermin in tight spaces. They were often kept as staff in noble houses. During the Galtan revolution, as noble households fell, these cats were left to fend for their themselves. While there's a substantial feral population, only one breeder of pedigreed Galtan orange cats remains, making them highly sought after." + }, + { + "name": "Cat's Eye Elixir", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3301", + "summary": "After you consume this elixir, your vision sharpens, and you become sensitive to even the most minute movements. For the next minute, you reduce the flat check to target hidden creatures to 5, and you don't need to attempt a flat check to target concealed creatures. These benefits apply only against creatures within 30 feet of you.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Catch Pole", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3245", + "summary": "This sturdy pole has a rope attached to one end in a loop with the other end extending to the handle. You can pull the handle side of the rope to tighten the loop. Using this loop, you can Grapple without having a free hand. A creature grappled this way receives a –2 circumstance penalty to attack rolls when Striking with an unarmed attack. Due to limitations in the size of the loop, a catch pole can only be used on creatures sized Medium or smaller." + }, + { + "name": "Catching", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2299", + "summary": " Nethys Note: This rune was not reprinted in the remastered Treasure Vault book. A catching rune creates a small, magical vacuum that attempts …", + "activation": "free-action] (concentrate); Frequency once per hour; Trigger You Shield Block a melee Strike made with a held weapon; Effect You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free." + }, + { + "name": "Cauldron of Flying", + "trait": "Magical, Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=53", + "summary": "Witches flying about the countryside at night in their magical cauldrons are often merely legends, but the existence of this magical vehicle shows at least some of the legends are true." + }, + { + "name": "Cauldron of Nightmares", + "trait": "Illusion, Invested, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=891", + "summary": "Engraved with carvings of tortured souls, this green cauldron has two abilities that allow it to capture nightmares and then unleash them on the world. The cauldron has an affinity for preying on the minds of captives and prisoners, who take a –2 circumstance penalty to saving throws against it. Good creatures are enfeebled 2 while carrying, wielding, or wearing this item crafted by the sea-witches.", + "activation": "two-actions] Interact (illusion, visual); Frequency once per week; Effect You spill the nightmarish contents of the cauldron onto the ground and choose one creature whose nightmare is stored in your cauldron. A nightmare copy of the chosen creature springs to life from the bubbling pile of horror. The cauldron casts duplicate foe on the target, ignoring the range restriction, and the target automatically fails its saving throw. All enemies within 20 feet of the cauldron are subjected to a fear spell (DC 35). All other nightmares stored in the cauldron are lost. The cauldron becomes totally inert and can't be used again for 1 week." + }, + { + "name": "Caustic Deteriorating Dust", + "trait": "Consumable, Evocation, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=565", + "summary": "Contained in a specially enchanted small leather or hide sack, deteriorating dust is a potent caustic agent and a prized item among Rovagug’s more discreet followers.", + "activation": "two-actions] Interact; Effect You sprinkle the deteriorating dust over an unattended Medium or smaller object. The dust quickly fades to a transparent color and the object immediately begins to rust, melt, or otherwise fall apart. For the listed time, the object takes constant damage; if the object has a Hardness, then the dust gradually reduces the object’s Hardness instead. If the deteriorating dust is still active after the object’s Hardness is reduced to 0, it deals damage to the object as previously described. If the object survives, reduced Hardness returns after the dust’s duration expires, but any damage remains." + }, + { + "name": "Cauterizing Torch", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1105", + "summary": "This small, clockwork torch device uses a trigger-operated sparker to ignite a flow of flammable gas, creating a short, hot flame capable of rapidly cauterizing wounds and helping to stop bleeding. The cauterizing torch is applied to yourself or an adjacent target. The target attempts an immediate flat check to end any persistent bleed effect with the lower DC for particularly effective assistance.", + "activation": "one-action] Interact" + }, + { + "name": "Cauthooj Bagpipes", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3221", + "summary": "The main portion of this set of bagpipes is fashioned from the dried skin of a cauthooj, with the feathers still attached. The bird’s vocal cords are crafted into the instrument’s reeds. The pipes grant a +2 item bonus to Performance checks while playing music with them.", + "activation": "Throw Song [reaction] (auditory, mental); Trigger A creature within 30 feet attempts a melee Strike against you or an ally; Effect You let loose a staccato chirp from the pipes that appears to come from somewhere else. The triggering creature must attempt a DC 31 Will save. On a failure, the creature redirects the Strike to another creature of your choice within reach of the melee Strike. If no other creatures are within range, the affected creature instead takes a –2 penalty to the Strike." + }, + { + "name": "Cave Worm Venom", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3328", + "summary": "Venom from enormous cave worms leaves a victim weakened. Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage …", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Cavern Crawler", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=99", + "summary": "This massive undead vehicle is created by crafting a piloting and cargo compartment within the husk of a massive cave worm and then infusing the remains with void energy. This compartment has breathable air as well as sealable weapon ports. Designed specifically to burrow under and then behind enemy positions, cavern crawlers can attack enemies on their flank or bring supplies and reinforcements to troops deep behind enemy lines." + }, + { + "name": "Cavern's Heart", + "trait": "Conjuration, Earth, Magical, Rare", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2681", + "summary": "Usage etched onto medium or heavy armor This armor can channel your life force into an enhanced wall of stone . ", + "activation": "three-actions] command; Frequency once per day; Effect By stamping your foot on the ground and calling out to spirits of stone, you summon a stone wall. This is a wall of stone, except that the wall is tied to your own life force. When the stone wall is damaged, you are damaged instead. If you are reduced to 0 HP, the wall is destroyed. The effect is dismissed if you move more than 30 feet away from the stone wall or if you spend a single action with the concentrate trait." + }, + { + "name": "Cayden's Brew", + "trait": "Consumable, Magical, Poison, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2079", + "summary": "Cayden's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against fear effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you unleash this magical burp, you can’t do so again for 1d4 rounds.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Cayden's Brew (Double)", + "trait": "Consumable, Magical, Poison, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2079", + "summary": "Cayden's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against fear effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you unleash this magical burp, you can’t do so again for 1d4 rounds.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Cayden's Brew (Triple)", + "trait": "Consumable, Magical, Poison, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2079", + "summary": "Cayden's brew is like rich beer or ale, with a golden-brown color and foamy head. For 1 hour after you drink it, you have a +1 item bonus to saving throws against fear effects. Also, you can use a single action to breathe out a 15-foot cone of intoxicating vapor with a burp that can be heard for 100 feet. Any creature in the vapor must attempt a DC 25 Fortitude saving throw. After you unleash this magical burp, you can’t do so again for 1d4 rounds.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Cayden's Tankard", + "trait": "Artifact, Divine, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2360", + "summary": "This ordinary-looking silver tankard functions as a +4 major striking hopeful returning light hammer when wielded as a weapon. Imbued with Cayden Cailean's courage, you are immune to fear effects. Any liquid poured into the tankard transforms into a strong, alcoholic ambrosia that remains contained safely within until you drink it. Drinking the ambrosia Activates the tankard, with one of the following effects. If you aren't the one blessed to borrow the tankard, you are drained 4 and enfeebled 4 while holding it, and its magic doesn't function for you.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect You enhance yourself with a shard of Cayden's divine fortune and cast indestructibility." + }, + { + "name": "Celestial Hair", + "trait": "Abjuration, Consumable, Magical, Rare, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=662", + "summary": "This strand of hair shimmers like the strands of fate. When you activate the string, it resonates with a single, perfect note. The triggering saving throw becomes a failure or the triggering attack roll becomes a regular hit, not critical one. If the source of the attack or effect is an evil creature, that creature must succeed at a DC 41 Will saving throw or be enfeebled 2 and stupefied 2 until the end of its next turn.", + "activation": "free-action] Interact; Trigger You critically fail a saving throw or are critically hit by an attack." + }, + { + "name": "Celestial Peach (Life)", + "trait": "Consumable, Divine, Healing, Magical, Necromancy, Positive, Rare", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=769", + "summary": "Among Hao Jin's most precious treasures are three living plants, the last surviving celestial peach trees taken from the mountains of Chu Ye. One of the trees grows pearls in place of flowers, but the other two bear fruit that is far more valuable. Eating one of these small red peaches can heal even the most grievous of injuries.", + "activation": "one-action] Interact" + }, + { + "name": "Celestial Peach (Rejuvenation)", + "trait": "Consumable, Divine, Healing, Magical, Necromancy, Positive, Rare", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=769", + "summary": "Among Hao Jin's most precious treasures are three living plants, the last surviving celestial peach trees taken from the mountains of Chu Ye. One of the trees grows pearls in place of flowers, but the other two bear fruit that is far more valuable. Eating one of these small red peaches can heal even the most grievous of injuries.", + "activation": "one-action] Interact" + }, + { + "name": "Celestial Staff", + "trait": "Holy, Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2247", + "summary": "Heavenly radiance shines from an active celestial staff, a golden staff capped with a pair of sculpted angel’s wings. Used as a weapon, the staff is a +2 greater striking holy staff. While wielding a celestial staff, you gain a +1 circumstance bonus to saving throws against effects that have the unholy trait and effects created by unholy creatures. When you prepare this staff, if you’re unholy, you become drained 1 until your next daily preparations.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Cerulean Scourge", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3329", + "summary": "This poison is infamous for making the victim's blood vessels glow with a bright blue light before painfully bursting. Saving Throw DC 37 …", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Chain", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2710", + "summary": "" + }, + { + "name": "Chain of Stars", + "trait": "Consumable, Force, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2099", + "summary": "This delicate dawnsilver chain strung with tiny shuriken is wound tightly around the handle of the affixed weapon. When you Activate the chain, three +1 striking shuriken made from magical force materialize in the target’s space and split off to attack other creatures. Attempt up to three shuriken Strikes that must each target a different creature and can’t target the creature you hit to trigger this talisman. These Strikes use your attack modifier but originate from the hit creature’s space. These attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after all three attacks have been made. The shuriken deal force damage instead of their normal type, and each shuriken vanishes after its attack.", + "activation": "free-action] (concentrate); Trigger You hit a creature with the affixed weapon." + }, + { + "name": "Chain of the Stilled Spirit", + "trait": "Magical, Necromancy, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=812", + "summary": "This 3-foot length of chain is made of a mystical blue-white steel. You can wrap the chain around an item or creature; if a ghost of 9th level or lower is bound to the item or creature via its rejuvenation ability, it cannot rejuvenate if it is destroyed. This chain can't impede a ghost's rejuvenation that is tied to an area, only to an item or creature. At the GM's discretion, the chain of the stilled spirit might work on abilities similar to Rejuvenation that prevent a spirit from going being fully destroyed." + }, + { + "name": "Chair of Inventions", + "trait": "Magical", + "item_category": "Assistive Items", + "item_subcategory": "Mobility Devices", + "bulk": "1", + "url": "/Equipment.aspx?ID=2167", + "summary": "This wheelchair is outfitted with a variety of tools and devices to assist with the creation and production of a number of mechanical implements. While seated in a chair of inventions, you have a worn superb repair kit that doesn't count against your Bulk limit or maximum worn items.", + "activation": "one-action] (concentrate, manipulate); Frequency once per hour; Effect The chair deploys a complete expanded alchemist's lab. The chair is immobile while this lab is deployed, but levers and gears in the chair allow you to easily retrieve and access everything you need from both the attached superb repair kit and the deployed lab to Craft. This setup is highly efficient and gives you a +2 circumstance bonus to Earn Income using Crafting." + }, + { + "name": "Chair Storage", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "Mobility Devices", + "bulk": "", + "url": "/Equipment.aspx?ID=1360", + "summary": "The chair has an efficient allocated space to hold additional items. This reduces the amount of Bulk the items weigh when stored within the chair, much like a backpack. The first 2 Bulk of items stowed in your chair don't count against your Bulk limit. If you use both chair storage and a backpack at the same time, only 2 Bulk total isn't counted against your limit, much like if you used multiple backpacks or similar items at the same time." + }, + { + "name": "Chalice of Ozem", + "trait": "Artifact, Divine, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3787", + "summary": "This ruby-studded dawnsilver chalice can’t be harmed by any substance it holds, no matter how caustic. Furthermore, liquid placed within the Chalice of Ozem never spills unless its carrier chooses to do so (using a single action with the concentrate trait).", + "activation": "Iomedae's Blessing [two-actions] (concentrate, manipulate); Frequency once per hour; Effect You hold the chalice and call out Iomedae’s name. The chalice casts dispelling globe with a +19 modifier to its counteract check." + }, + { + "name": "Chalk", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2711", + "summary": "" + }, + { + "name": "Chameleon Suit", + "trait": "Clockwork, Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1106", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Chameleon Suit (Greater)", + "trait": "Clockwork, Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1106", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Chameleon Suit (Major)", + "trait": "Clockwork, Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1106", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Channel Protection Amulet", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3062", + "summary": "This nugget of polished tektite is trapped in a cage of braided wire and hangs from a silken cord. When wearing this amulet, you gain resistance 5 against damage from harm spells if you're living, or against heal spells if you're undead." + }, + { + "name": "Chaos Collar", + "trait": "Companion, Invested, Primal, Transmutation", + "item_category": "Worn Items", + "item_subcategory": "Companion Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1613", + "summary": "This unobtrusive collar is made to hide beneath an animal's fur or blend in against scaled skin. It's most often used by unscrupulous trophy hunters hoping to make a name for themselves by defeating threats they artificially created, using hapless animals as pawns." + }, + { + "name": "Chaos Falcon Feather", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3257", + "summary": "When used as catalysts, chaos falcon feathers lend flexibility to spells that deal with elemental energy. For the duration of a catalyzed resist energy spell, you can Sustain the Spell on an adjacent target, touching them and changing the type of energy to which they have resistance. This reduces the remaining duration of the spell by 1 minute; if the spell has less than a minute remaining, it reduces the duration to 1 round.", + "activation": "Cast a Spell" + }, + { + "name": "Chariot, Heavy", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=65", + "summary": "Space 10 feet long, 10 feet wide, 4 feet high" + }, + { + "name": "Chariot, Light", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=66", + "summary": "Space 5 feet long, 5 feet wide, 4 feet high" + }, + { + "name": "Charlatan's Cape", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3063", + "summary": "This bright red-and-gold cape is often interlaced with glittery threads and serves as a distraction. While wearing the cape, you gain a +2 item bonus to Deception checks.", + "activation": "Puff of Smoke [two-actions] (manipulate); Frequency once per day; Effect You cast translocate. The space you leave and the one you appear in are filled with puffs of smoke that make anyone within concealed until they leave the smoke or the end of your next turn, at which point the smoke dissipates. Strong winds immediately disperse the smoke." + }, + { + "name": "Charlatan's Gloves", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3064", + "summary": "Tiny silver hooks decorate these fine silk gloves. They grant a +1 item bonus to Thievery and allow you to cast telekinetic hand as an innate occult spell." + }, + { + "name": "Charlatan's Gloves (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3064", + "summary": "Tiny silver hooks decorate these fine silk gloves. They grant a +1 item bonus to Thievery and allow you to cast telekinetic hand as an innate occult spell." + }, + { + "name": "Charm of Resistance", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3065", + "summary": "This charm, normally hung from the belt or worn around the neck, grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each charm is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a charm of cold resistance could be carved in the shape of a yeti, whereas a charm of fire resistance would be made from volcanic glass." + }, + { + "name": "Charm of Resistance (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3065", + "summary": "This charm, normally hung from the belt or worn around the neck, grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each charm is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a charm of cold resistance could be carved in the shape of a yeti, whereas a charm of fire resistance would be made from volcanic glass." + }, + { + "name": "Charm of Resistance (Major)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3065", + "summary": "This charm, normally hung from the belt or worn around the neck, grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each charm is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a charm of cold resistance could be carved in the shape of a yeti, whereas a charm of fire resistance would be made from volcanic glass." + }, + { + "name": "Charm of the Ordinary", + "trait": "Consumable, Magical, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=2459", + "summary": "Carved from a chunk of sturdy hardwood, this small charm is shaped like a broom, a wooden barrel, a lantern, or another ordinary item. When activated, the pendant becomes a full-size version of the item it represents, and you merge with the item with the effects of meld into stone, except the item doesn't need to be made of stone and doesn't require the volume to fit you and your worn or held possessions. While merged with the item, you can hear but can't see; unlike with meld into stone, you can't cast spells. The effect ends after ten minutes or when you Dismiss the effect, at which point you are forcibly expelled and the item you occupied becomes a mundane item.", + "activation": "two-actions] envision, Interact" + }, + { + "name": "Cheetah's Elixir (Greater)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3302", + "summary": "Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Cheetah's Elixir (Lesser)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3302", + "summary": "Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Cheetah's Elixir (Moderate)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3302", + "summary": "Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to your Speed for the listed duration.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Chest", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2712", + "summary": "A wooden chest can hold up to 8 Bulk of items." + }, + { + "name": "Chilled Fire Noodles", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3458", + "summary": "These cool noodles are served with dark fermented sauces and vinegars before finally being tossed with spicy chili oil. When you consume the noodles, you temporarily ignore the -1 status penalty to AC and saving throws caused by the fatigued condition for 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Chilled Fire Noodles (Greater)", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3458", + "summary": "These cool noodles are served with dark fermented sauces and vinegars before finally being tossed with spicy chili oil. When you consume the noodles, you temporarily ignore the -1 status penalty to AC and saving throws caused by the fatigued condition for 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Chime of Opening", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=252", + "summary": "This hollow mithral tube is about a foot long and bears engravings reminiscent of open locks and broken chains. The chime can be activated 10 times before it cracks and becomes useless.", + "activation": "one-action] Interact; Effect You aim the chime at a container, door, or lock you want to open and strike the chime. The chime sends out magical vibrations that attempt a Thievery check against the lock’s DC, with a Thievery bonus of +13. This targets only one lock or binding at a time, so you might need to activate the chime multiple times to open a target with several forms of protection." + }, + { + "name": "Chimera Thread", + "trait": "Consumable, Magical, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=1614", + "summary": "This multicolored skein is twisted together from strands of many different materials. When used to stitch together pieces from the carcasses of two or more animals, it fuses them into a single intact carcass of an outlandish-looking monster with characteristics of the component species. The thread disappears, leaving no obvious seams and smoothing the transition between the parts of the creatures.", + "activation": "minutes (Interact)" + }, + { + "name": "Chivalric Emblem", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3877", + "summary": "Originally created by Taldan cavaliers acting as knights errant, chivalric emblems have since spread across the Inner Sea region and beyond. A chivalric emblem is crafted in the form of a small iron shield, embossed with heraldic insignia. These whetstones call protective spirits into a weapon; the effects last for 1 hour. While wielding a weapon under the effect of a chivalric emblem, if you witness an ally being reduced to 0 Hit Points or taking damage from a critical Strike, you gain a +1 circumstance bonus to attack rolls and damage with that weapon against the creature that damaged that ally for the remainder of the chivalric emblem’s duration.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Choker of Elocution", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3066", + "summary": "This platinum choker bears characters from a language's alphabet, and it gives knowledge of that language and the associated culture's customs. You gain a +1 item bonus to Society checks and the ability to understand, speak, and write the chosen language. Your excellent elocution reduces the DC of the flat check to perform an auditory action while deafened from 5 to 3." + }, + { + "name": "Choker of Elocution (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3066", + "summary": "This platinum choker bears characters from a language's alphabet, and it gives knowledge of that language and the associated culture's customs. You gain a +1 item bonus to Society checks and the ability to understand, speak, and write the chosen language. Your excellent elocution reduces the DC of the flat check to perform an auditory action while deafened from 5 to 3." + }, + { + "name": "Choleric Contagion", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1996", + "summary": "This vile poison is contagious, causing the victim's skin to secrete the toxin, allowing it to spread to others. While under the effects of choleric contagion, the first time during per round the victim succeeds at an attack roll with an unarmed attack against another creature, the target of the attack is exposed to the poison.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Chopping Evisceration Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1250", + "summary": "An almost-impossible number of axes spring out at a target with lethal force. When a creature enters the snare's square, it's nearly buried beneath a storm of sharpened metal, which deals 16d8 slashing damage (DC 33 basic Reflex)." + }, + { + "name": "Choral Toga", + "trait": "Apex, Holy, Invested, Magical, Rare", + "item_category": "Apex Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3645", + "summary": "This elegant toga is infused with inexhaustible energy to enjoy life possessed by azatas. You gain resistance to poison 20 and become immune to deafened. When you invest in the robes, you either increase your Constitution score by 2 or increase it to 18, whichever would give you a higher score. If you are unholy, you become deafened while wearing the toga.", + "activation": "Elysium's Breath 1 minute (concentrate, healing); Effect The air around the robe constantly circulates to keep you healthy. For 8 hours, you become immune to diseases spread via inhalation, olfactory effects, and environmental effects that would prevent you from breathing (including being underwater or from being strangled)." + }, + { + "name": "Chroma Kaleidoscope", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3878", + "summary": "These iron rings filled with kaleidoscopic glass are popular among Shelynites. A chroma kaleidoscope’s effects last for 1 hour. When you critically Strike a creature with a weapon under the effects of a chroma kaleidoscope, a blast of color from the weapon forces them to attempt a Will saving throw against your class DC or spell DC, whichever is higher, with the following effects.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Chromatic Jellyfish Oil (Greater)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1959", + "summary": "Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil's type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to Squeeze, and you can move 5 feet per round when you successfully Squeeze (or 10 feet per round on a critical success). You can also Crawl at half your Speed.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Chromatic Jellyfish Oil (Lesser)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1959", + "summary": "Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil's type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to Squeeze, and you can move 5 feet per round when you successfully Squeeze (or 10 feet per round on a critical success). You can also Crawl at half your Speed.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Chromatic Jellyfish Oil (Moderate)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1959", + "summary": "Made from several oils of differing hues extracted from jellyfish and rare plants, the layers of chromatic jellyfish oil stack to form a rainbow within their vial. For 10 minutes after consuming chromatic jellyfish oil, you gain resistance to precision damage and extra damage from critical hits according to the jellyfish oil's type. While the effect lasts, you ignore difficult terrain caused by moving through tight spaces that aren't tight enough to force you to Squeeze, and you can move 5 feet per round when you successfully Squeeze (or 10 feet per round on a critical success). You can also Crawl at half your Speed.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Chronicler Wayfinder", + "trait": "Evocation, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=470", + "summary": "This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe.", + "activation": "minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space." + }, + { + "name": "Chronomancer Staff", + "trait": "Magical, Rare, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2248", + "summary": "Clock faces and gears adorn the twisted iron shaft of a chronomancer staff, the hands of the clocks continually ticking or winding backward. Used as a weapon, the staff is a +2 greater striking quickstrike staff. While wielding this staff, you also gain a +1 circumstance bonus to initiative rolls.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Cindergrass Cloak", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3670", + "summary": "This hooded cloak woven of long, waxy grass is designed so it can close over your entire body. While wearing this cloak, you have resistance 5 to fire.", + "activation": "Shed Cinders [reaction] (manipulate); Frequency once per hour; Trigger You would take fire damage; Effect With a flick of the cloak, you deflect and smother the flames. The cloak’s resistance to fire increases to 15 against the triggering effect. Until the end of your next turn, your flat check to remove persistent fire damage is 10 instead of 15, which is reduced to 5 if another creature uses a particularly appropriate action to help. If you take at least 5 points of fire damage after applying the fire resistance, the cloak gains the broken condition." + }, + { + "name": "Cindergrass Poultice", + "trait": "Consumable, Healing, Magical, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=3671", + "summary": "This thick, waxy gel erases the effects of flame. It restores 2d12 Hit Points to a creature when applied to their body. If the creature has taken fire damage within the last minute, it restores additional Hit Points equal to the amount of fire damage the creature took within the last minute (maximum +10). Finally, the creature becomes immune to the effects of severe heat for 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Cinnamon Seers", + "trait": "Alchemical, Consumable, Lozenge", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1910", + "summary": "Zippy, alchemically treated cinnamon suffuses cinnamon seers, a rock candy with a lively taste that provides a mental boost. A cinnamon seer remains in your mouth for 1 hour, its stimulating flavor granting you a +1 item bonus to checks to Recall Knowledge." + }, + { + "name": "Cipher of the Elemental Planes", + "trait": "Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2652", + "summary": "This device is made from two metal discs, one slightly smaller than the other, each bearing a variety of runes and symbols along their outer edges. The center ring typically shows a rune for each elemental plane, and many older ciphers include only the planes of air, earth, fire, and water. A thick, golden pin in the center of both discs holds them together.", + "activation": "Align to Plane [two-actions] (manipulate, scrying, visual); Effect You turn the discs to align symbols, creating a minute planar gateway as large as a keyhole. You can look through it to view a location in an elemental plane. Each cipher connects to 12 locations on each elemental plane—typically large settlements. Anyone holding the cipher can understand the primary language of the plane the cipher is aligned to. A cipher of the planes can be used in place of a planar key for interplanar teleport and similar magic for travel to the plane it's aligned to. When it's used this way, you arrive unerringly at the location the cipher is aligned to." + }, + { + "name": "Clandestine Cloak", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3067", + "summary": "When you pull up the hood of this nondescript gray cloak (an Interact action), you become drab and uninteresting, gaining a +1 item bonus to Stealth checks and to Deception checks to Impersonate a forgettable background character, such as a servant, but also taking a –1 item penalty to Diplomacy and Intimidation checks.", + "activation": "Cloak Identity [two-actions] (concentrate, manipulate); Frequency once per day; Effect You pull the cloak's hood up and gain the benefits of veil of privacy for 1 hour or until you pull the hood back down, whichever comes first." + }, + { + "name": "Clandestine Cloak (Greater)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3067", + "summary": "When you pull up the hood of this nondescript gray cloak (an Interact action), you become drab and uninteresting, gaining a +1 item bonus to Stealth checks and to Deception checks to Impersonate a forgettable background character, such as a servant, but also taking a –1 item penalty to Diplomacy and Intimidation checks.", + "activation": "Cloak Identity [two-actions] (concentrate, manipulate); Frequency once per day; Effect You pull the cloak's hood up and gain the benefits of veil of privacy for 1 hour or until you pull the hood back down, whichever comes first." + }, + { + "name": "Clarity Goggles (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2314", + "summary": "The goggles grant a +3 item bonus. They work against effects created by 9th-rank or lower spells or a creature of 19th level or lower.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your Perception bonus against any illusion effect created by a 3rd-rank or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes." + }, + { + "name": "Clarity Goggles (Lesser)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2314", + "summary": "Clarity goggles feature faceted lenses that filter your surroundings from several slightly different angles at once, giving you a sharper picture …", + "activation": "two-actions] (concentrate); Frequency once per day; Effect You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your Perception bonus against any illusion effect created by a 3rd-rank or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes." + }, + { + "name": "Clarity Goggles (Moderate)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2314", + "summary": "The goggles grant a +2 item bonus. They work against effects created by 6th-rank or lower spells or a creature of 13th level or lower.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect You focus on your environment and the creatures around you to see them as they really are. The GM rolls a secret counteract check using your Perception bonus against any illusion effect created by a 3rd-rank or lower spell or a creature of 8th level or lower. You must be able to see the illusion, and it must be within 60 feet. If the check succeeds, you see through the illusion for 10 minutes." + }, + { + "name": "Clawed Bracers", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3068", + "summary": "Animal claws are woven into the thick leather of these bracers. ", + "activation": "Extend Claws [one-action] (manipulate. morph); Frequency once per hour; Effect The bracers fuse temporarily with your forearms, with the claws extending to your fingertips. You gain a climb Speed of 20 feet and a claw unarmed attack with the agile and finesse traits that deals 1d6 slashing damage. This lasts for 10 minutes or until you Dismiss it." + }, + { + "name": "Clay", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1331", + "summary": "This malleable, oil-based clay can be shaped by hand and is available in a variety of colors. A single unit has 4 ounces of clay." + }, + { + "name": "Clay Sphere", + "trait": "Magical, Spellheart, Uncommon", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3728", + "summary": "This dry clay ball becomes malleable when activated, shifting into a variety of forms. The spell attack roll of any spell cast by Activating this item is +7 and the spell DC 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast plant form.]" + }, + { + "name": "Cliff Crawler", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=39", + "summary": "Space 30 feet long, 15 feet wide, 20 feet high" + }, + { + "name": "Climbing Bolt", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2922", + "summary": "The shaft of this bolt is wrapped with fine twine. When the bolt strikes a solid surface, the twine unwinds and enlarges into a 50-foot-long rope, securely fastened to the surface the bolt struck. The rope can be pulled free with an Interact action and a successful DC 20 Athletics check." + }, + { + "name": "Climbing Kit", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2713", + "summary": "This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action." + }, + { + "name": "Climbing Kit (Extreme)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2713", + "summary": "This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC 5 flat check whenever you critically fail to prevent a fall. A single kit has only enough materials for one climber; each climber needs their own kit. If you wear your climbing kit, you can access it as part of a Climb action." + }, + { + "name": "Clinging Bubbles (Greater)", + "trait": "Consumable, Magical, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2460", + "summary": "This small vial of viscous, clear, soapy solution comes with a wand, attached to the inside of the vial's cap, with a little loop at its end. A vial has enough solution to be used 10 times.", + "activation": "one-action] Interact; Effect You dip the wand in the solution and blow on it. An improbably large cloud of bubbles emerges in a square adjacent to you. This cloud travels in a straight line, moving 10 feet at the end of your turns. The bubbles are thick and sticky, and any creature who enters the same space as the bubble cloud becomes shrouded in them, taking a –5-foot circumstance penalty to its Speed. A creature covered in bubbles can use an Interact action to pop the bubbles and remove the penalty. The cloud can be redirected with strong winds. The cloud of bubbles has AC 5, 20 Hit Points, and weakness 5 to piercing and slashing. The bubbles pop naturally and harmlessly after 1 minute." + }, + { + "name": "Clinging Bubbles (Lesser)", + "trait": "Consumable, Magical, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2460", + "summary": "This small vial of viscous, clear, soapy solution comes with a wand, attached to the inside of the vial's cap, with a little loop at its end. A vial has enough solution to be used 10 times.", + "activation": "one-action] Interact; Effect You dip the wand in the solution and blow on it. An improbably large cloud of bubbles emerges in a square adjacent to you. This cloud travels in a straight line, moving 10 feet at the end of your turns. The bubbles are thick and sticky, and any creature who enters the same space as the bubble cloud becomes shrouded in them, taking a –5-foot circumstance penalty to its Speed. A creature covered in bubbles can use an Interact action to pop the bubbles and remove the penalty. The cloud can be redirected with strong winds. The cloud of bubbles has AC 5, 20 Hit Points, and weakness 5 to piercing and slashing. The bubbles pop naturally and harmlessly after 1 minute." + }, + { + "name": "Clinging Bubbles (Moderate)", + "trait": "Consumable, Magical, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2460", + "summary": "This small vial of viscous, clear, soapy solution comes with a wand, attached to the inside of the vial's cap, with a little loop at its end. A vial has enough solution to be used 10 times.", + "activation": "one-action] Interact; Effect You dip the wand in the solution and blow on it. An improbably large cloud of bubbles emerges in a square adjacent to you. This cloud travels in a straight line, moving 10 feet at the end of your turns. The bubbles are thick and sticky, and any creature who enters the same space as the bubble cloud becomes shrouded in them, taking a –5-foot circumstance penalty to its Speed. A creature covered in bubbles can use an Interact action to pop the bubbles and remove the penalty. The cloud can be redirected with strong winds. The cloud of bubbles has AC 5, 20 Hit Points, and weakness 5 to piercing and slashing. The bubbles pop naturally and harmlessly after 1 minute." + }, + { + "name": "Clinging Ooze Snare", + "trait": "Acid, Consumable, Mechanical, Rare, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1470", + "summary": "Complex traps that incorporate ooze monsters into their ingenious construction have long been a favorite of those who seek devious ways to protect their hidden laboratories, and it is from this tradition that the clinging ooze snare takes its inspiration. With its ingenious mixture of rare reagents, dried protoplasm harvested from ooze creatures, and a little pinch of alchemy, this snare triggers into an ooze-like hazard that temporarily mimics the dangers presented by a creature like a sewer ooze or other carnivorous protoplasmic monster. When a creature triggers a clinging ooze snare, the snare creates a short lived protoplasmic mass that lashes out in all directions, dealing 2d6 bludgeoning damage and 2d6 acid damage. The triggering creature must attempt a DC 21 Reflex save." + }, + { + "name": "Cloak of Devouring Thorns", + "trait": "Invested, Primal, Rare, Transmutation", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1820", + "summary": "The save DC is 30, and the cloak can be activated once per round. The leaves deal 2d6 piercing damage to a creature on a failed save, or 4d6 piercing damage and 3 bleed damage on a critical failure.", + "activation": "reaction] envision; Frequency once per day; Trigger You are damaged by a melee attack from an adjacent creature; Effect The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex saving throw." + }, + { + "name": "Cloak of Feline Rest", + "trait": "Enchantment, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1048", + "summary": "This black velvet cloak is featureless and very soft to the touch. Upon wearing it for the first time, you're momentarily overwhelmed with a sense of comfort and coziness. While wearing this cloak you can comfortably rest in any space, so long as it's not wet or particularly hazardous. While sleeping in this cloak you only take a –2 status penalty to auditory Perception checks, rather than a –4 status penalty." + }, + { + "name": "Cloak of Gnawing Leaves", + "trait": "Invested, Primal, Rare, Transmutation", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1820", + "summary": "This cloak appears to be woven from a thousand living leaves, hungry for flesh and eager to defend the cloak's wearer.", + "activation": "reaction] envision; Frequency once per day; Trigger You are damaged by a melee attack from an adjacent creature; Effect The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex saving throw." + }, + { + "name": "Cloak of Illusions", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3069", + "summary": "This cloak flows, covering and concealing the wearer's body. The cloak allows you to cast figment as an occult innate cantrip. Although naturally a dull gray, while invested the cloak picks up colors and patterns from its surroundings, granting a +1 item bonus to Stealth checks.", + "activation": "Draw Hood [two-actions] (manipulate); Frequency once per day; Effect You draw the hood up and gain the effects of invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first." + }, + { + "name": "Cloak of Illusions (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3069", + "summary": "This cloak flows, covering and concealing the wearer's body. The cloak allows you to cast figment as an occult innate cantrip. Although naturally a dull gray, while invested the cloak picks up colors and patterns from its surroundings, granting a +1 item bonus to Stealth checks.", + "activation": "Draw Hood [two-actions] (manipulate); Frequency once per day; Effect You draw the hood up and gain the effects of invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first." + }, + { + "name": "Cloak of Immolation", + "trait": "Cursed, Invested, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3129", + "summary": "Appearing as a magic cloak such as a clandestine cloak, this garment is made of highly volatile fabric. While wearing it, if you take fire damage, you also take 1d10 persistent fire damage. Taking fire damage while the persistent fire damage is in effect has no additional effect. You can extinguish the persistent fire damage as normal." + }, + { + "name": "Cloak of Repute", + "trait": "Enchantment, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=510", + "summary": "This gaudy and extravagant cloak is adorned with brilliant gems and a fur trim. While wearing the cloak, you gain instant fame and notoriety, granting you a +1 item bonus to Diplomacy checks to Make an Impression. Creatures attempting to learn about you gain the same bonus to Gather Information about you.", + "activation": "two-actions] command; Frequency once per day; Effect You wield your great stature to make a Request of a creature. If you roll a success on the check, you get a critical success instead." + }, + { + "name": "Cloak of Repute (Greater)", + "trait": "Enchantment, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=510", + "summary": "This gaudy and extravagant cloak is adorned with brilliant gems and a fur trim. While wearing the cloak, you gain instant fame and notoriety, granting you a +1 item bonus to Diplomacy checks to Make an Impression. Creatures attempting to learn about you gain the same bonus to Gather Information about you.", + "activation": "two-actions] command; Frequency once per day; Effect You wield your great stature to make a Request of a creature. If you roll a success on the check, you get a critical success instead." + }, + { + "name": "Cloak of Repute (Major)", + "trait": "Enchantment, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=510", + "summary": "This gaudy and extravagant cloak is adorned with brilliant gems and a fur trim. While wearing the cloak, you gain instant fame and notoriety, granting you a +1 item bonus to Diplomacy checks to Make an Impression. Creatures attempting to learn about you gain the same bonus to Gather Information about you.", + "activation": "two-actions] command; Frequency once per day; Effect You wield your great stature to make a Request of a creature. If you roll a success on the check, you get a critical success instead." + }, + { + "name": "Cloak of Swiftness", + "trait": "Apex, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3009", + "summary": "This thin cloak is surprisingly light, as if clouds or the very wind were woven together to make the garment. The cloak grants you a +3 item bonus to Acrobatics checks. When you invest the cloak, you either increase your Dexterity modifier by 1 or increase it to +4, whichever would give you a higher value.", + "activation": "Ride the Wind [one-action] (manipulate); Frequency once per day; Effect You tug on the cloak, wrapping yourself in the power of wind. You gain a fly Speed of 30 feet for 1 hour. While wrapped in the cloak, you become translucent, causing you to become concealed for the duration." + }, + { + "name": "Cloak of the Bat", + "trait": "Invested, Magical, Transmutation", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=425", + "summary": "Sewn from several long strips of luxurious brown and black silk, this cloak grants you a +2 item bonus to Stealth checks as well as to Acrobatics checks to Maneuver in Flight. You can also use your feet to hang from any surface that can support your weight, without requiring any check, though you still must attempt Athletics checks to Climb in order to move around while inverted.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect You can either transform the cloak into bat-like wings that grant you a fly Speed of 30 feet for 10 minutes, or have the cloak turn you into a bat by casting a 4th-level pest form spell on you." + }, + { + "name": "Cloak of the Bat (Greater)", + "trait": "Invested, Magical, Transmutation", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=425", + "summary": "Sewn from several long strips of luxurious brown and black silk, this cloak grants you a +2 item bonus to Stealth checks as well as to Acrobatics checks to Maneuver in Flight. You can also use your feet to hang from any surface that can support your weight, without requiring any check, though you still must attempt Athletics checks to Climb in order to move around while inverted.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect You can either transform the cloak into bat-like wings that grant you a fly Speed of 30 feet for 10 minutes, or have the cloak turn you into a bat by casting a 4th-level pest form spell on you." + }, + { + "name": "Cloak of the False Foe", + "trait": "Invested, Primal, Transmutation", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1615", + "summary": "Images of strange animals and distorted figures are woven into this coarse, fur-lined cloak. ", + "activation": "Interact (polymorph, primal, transmutation); Frequency once per day; Effect The cloak rises to envelop your head and body, reshaping your appearance into that of a locally feared cryptid. If there is no such figure in local lore, the cloak of the false foe instead alters your appearance into a form imagined by the crafter of the cloak. One choice that occurs with disturbing frequency is a gaunt figure with triple-jointed fingers; an eyeless, hairless head with a lamprey mouth in the center of its face; and stubby tentacles waving down its neck. The transformation also grants the effects of either a 3rd-level humanoid form spell that lasts for 1 hour if you turn into a Medium cryptid, or a 5th-level humanoid form spell that lasts for 10 minutes if you turn into a Large cryptid." + }, + { + "name": "Cloak of Thirsty Fronds", + "trait": "Invested, Primal, Rare, Transmutation", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1820", + "summary": "The save DC is 23, and the cloak can be activated once per minute. The leaves deal 1d6 piercing damage to a creature on a failed save, or 2d6 piercing damage and 2 bleed damage on a critical failure.", + "activation": "reaction] envision; Frequency once per day; Trigger You are damaged by a melee attack from an adjacent creature; Effect The leaves lash out at your attacker, rising up to reveal snapping jaws made of wicked thorns. The triggering creature must attempt a DC 17 Reflex saving throw." + }, + { + "name": "Cloak of Waves & Clouds", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3463", + "summary": "This magical cloak was crafted from the feathers and scales of a legendary giant fish that could transform into a resplendent bird. ", + "activation": "Cut Air and Sea [one-action] (concentrate, manipulate); Effect The cloak ripples, becoming either giant eagle feathers or iridescent fish scales. Until you next Activate the cloak, you gain either a swim Speed of 60 feet and the ability to breathe underwater or a fly Speed of 40 feet." + }, + { + "name": "Clockwork Monkey", + "trait": "Auditory, Clockwork, Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1124", + "summary": "These cute and unassuming toy monkeys are often dressed in loud clothing and carry a percussion instrument. It's activated once a creature moves adjacent to the square it sits in, at which point it leaps on the creature, scurrying about on its agile hind legs while it pounds on its instrument, riding the creature and raising a racket. The creature being assaulted by the monkey must find a way to escape its agitator either via flinging the monkey off with the Escape action (DC 18) or by breaking the monkey. The monkey has AC 19, Hardness 2, HP 10 (BT 5) and object immunities." + }, + { + "name": "Clockwork Bookshelf", + "trait": "Clockwork, Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "4", + "url": "/Equipment.aspx?ID=1141", + "summary": "This device was originally created by an inventor who had way more books they wanted to access than available wall space to store them. Each of the bookshelf's six levels is actually loaded with a pair of shelves instead of a single shelf. A simple switch on the side of the bookshelf flips the corresponding shelf to the other side, revealing any books stored in the paired shelf. While this makes the clockwork bookshelf a little deeper than a normal bookshelf, in order to fit both shelves, it effectively allows you to store twice as many books using the same amount of wall space. Those who wish to keep volumes hidden from visitors (or perhaps stow a weapon or potion within a false book) often load the hidden shelf first, then switch to the second shelf lined with more respectable volumes." + }, + { + "name": "Clockwork Borer", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=30", + "summary": "A clockwork borer is essentially a huge adamantine drill attached to a large wheeled carriage. The clockwork gears within move the borer itself and spin the drill, allowing it to burrow through loose material quickly and even through solid stone at a slower rate." + }, + { + "name": "Clockwork Box Packer", + "trait": "Clockwork, Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "4", + "url": "/Equipment.aspx?ID=1142", + "summary": "This handy clockwork device is too expensive for most warehouses and shipping docks to make use of it, but some nobles have purchased the item for their staff as a status symbol, and merchants who are in the shipping trade can afford to slowly reap the benefits of its usage. It takes 1 minute to wind a clockwork box packer; after which, it can function for up to 1 hour." + }, + { + "name": "Clockwork Bumblebee", + "trait": "Clockwork, Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=40", + "summary": "Space 20 feet long, 10 feet wide, 8 feet high" + }, + { + "name": "Clockwork Castle", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=35", + "summary": "While the name slightly overstates its size, nonetheless a magical clockwork castle is a sizable mobile fortress built on ten spiderlike clockwork legs, with three stories of palatial accommodations within. Legends tell of a unique clockwork castle massively larger even than this size, perhaps an artifact in its own right." + }, + { + "name": "Clockwork Chirper", + "trait": "Auditory, Clockwork, Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1123", + "summary": "This simple clockwork bird is no larger than a sparrow, designed to be wound up and perched on a tree branch or ledge. The Tiny clockwork remains immobile and silent until a Small or larger creature enters the square beneath its perch, at which point it springs into action. Once activated, it flies around making a loud chirping sound that can be heard up to 500 feet away. The bird then follows the creature that activated it for up to one hour or until it is destroyed, doing its best to stay just above the creature and out of reach, and continuing its string of loud chirps. The bird is an object with a Speed 10 feet, and a fly Speed of 25 feet. It has AC 15, Hardness 5, HP 10 (BT 5) and object immunities. Once broken, it can no longer fly. It can't attack or otherwise damage other creatures. After an hour has passed after its activation, the clockwork chirper falls into a pile of useless components." + }, + { + "name": "Clockwork Cloak", + "trait": "Clockwork, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2310", + "summary": "Paper-thin interlocking cogs and gears make up the bronze clockwork cloak . ", + "activation": "two-actions] (manipulate); Effect You wrap the cloak around yourself and the winding gears decelerate your body, causing you to enter standby mode. While in standby mode you don't need to eat, drink, or sleep. You remain aware of your surroundings but take a –4 penalty to Perception checks. You can stay in standby mode indefinitely, although your body ages normally. You can leave standby mode as a free action. If you do so to initiate combat, you gain a +2 item bonus to your initiative roll." + }, + { + "name": "Clockwork Dial", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=864", + "summary": "This small timepiece allows you to accurately track time, useful for coordinating attacks, cooking, and all other sorts of activities, without the steadiness or care necessary to use an hourglass. As always, spell durations are too inexact to be reliably tracked, as they don't last precisely the duration listed. Protected within a brass or steel case, the clockwork mechanism of this device is turned using a small key. Most dials have a maximum duration of 1 hour, with each turn of the key adding 10 minutes to the timer, though some are crafted with longer or shorter durations and intervals. Setting the timer requires one free hand and an Interact action." + }, + { + "name": "Clockwork Disguise", + "trait": "Clockwork, Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=1143", + "summary": "Sometimes, just disguising one's face just isn't convincing enough. Clockwork disguises were invented to supplement regular disguise kits, which are used all across Golarion. For example, if a spy wants to infiltrate a military camp, they must be wearing the same type of armor as the soldiers stationed there—or else have a very good explanation for their commander as to why they're out of proper uniform! The clockwork disguise is intended to help avoid such awkward, potentially fatal confrontations.", + "activation": "one-action] Interact; Effect Transform the clockwork disguise into any one current preset configuration of the user's choice." + }, + { + "name": "Clockwork Diving Suit", + "trait": "Air, Clockwork, Uncommon, Water", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "4", + "url": "/Equipment.aspx?ID=1144", + "summary": "The clockwork diving suit is a marvel of technology that allows its user to breathe underwater for hours at a time without the aid of magic. Compared to a more traditional magically-assisted diving suit using a bottle of air, a clockwork diving suit is both less expensive and better protected, making clockwork diving suits a good choice for characters who prefer more protection. However, they also come with a built-in time limit, which magical diving suits circumvent. A clockwork diving suit is a bulky, fully sealed suit of armor lined with a complex series of filter-equipped bladders that store and circulate air for the user to breathe. A glass faceplate on the front of the helmet allows the user to see what's going on in front of them.", + "activation": "one-action] Interact; Effect The diving suit shoots out a water jet that causes you to Swim 25 feet in a straight line. The distance of this movement is unaffected by your swim Speed, if you have one, or the armor's Speed penalty. However, difficult terrain, such as the difficult terrain for moving up or down or moving against a current, still slows this movement." + }, + { + "name": "Clockwork Goggles", + "trait": "Clockwork, Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1107", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Clockwork Goggles (Greater)", + "trait": "Clockwork, Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1107", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Clockwork Goggles (Major)", + "trait": "Clockwork, Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1107", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Clockwork Heels", + "trait": "Clockwork, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1266", + "summary": "This clockwork footwear features a marvelous mechanical heel built into the base to increase your speed. When you lean your weight onto your heel, a springboard triggers and pops out small metal wheels that propel you forward. You gain a +5-foot item bonus to your Speed." + }, + { + "name": "Clockwork Helm", + "trait": "Clockwork, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=894", + "summary": "Rotating gears cover the outside of this imposing helmet. In order to function, the device must be wound for 10 minutes once every 24 hours. The clockwork helm has a calming and focusing effect on the mind. If you're affected by a detrimental condition caused by a mental or emotion effect, each round at the beginning of your turn, the gears of the helmet unwind and reduce the value of the condition by 1. This effect works only if the condition's value can normally be reduced by simply waiting; otherwise the helmet has no effect.", + "activation": "two-actions] envision; Frequency once per day; Requirements You've wound the clockwork helm for 10 minutes within the last 24 hours; Effect You fire a beam of withering heat from the helmet's eye slits at a target. Make a spell or ranged attack roll (your choice) to affect the target. On a hit, the target takes 10d8 fire damage and is drained 2." + }, + { + "name": "Clockwork Hopper", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=27", + "summary": "A clockwork hopper is similar in form to a large rabbit, making hop-like strides that avoid terrain impediments, though the lurching hops can be bumpy and cause motion sickness in some riders." + }, + { + "name": "Clockwork Megaphone", + "trait": "Clockwork, Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1145", + "summary": "A clockwork megaphone uses cunning clockwork gears to adjust the shape and angle of the cone within the megaphone, allowing you to raise or lower the volume, widen or contract the angle in which you project your voice, or both at the same time. This makes a clockwork megaphone far more useful than an ordinary megaphone for situations where you want to make sure that everyone in a particular venue or location can hear you without being so loud that your voice comes across as a painful shout. It takes 1 minute to wind up a clockwork megaphone, which allows it to remain active for up to 1 hour of adjustments, only counting the time you change the megaphone's settings, not the time you spend speaking. Since it automatically enters standby mode when not in use, this typically means you don't have to wind up the clockwork megaphone for months, or even years, depending on how often you adjust the settings each day." + }, + { + "name": "Clockwork Recorder", + "trait": "Rare", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=764", + "summary": "This small recording device can be as tiny as a music box or around the size of large book and is typically concealed in hollowed-out books and jewelry. A clockwork recorder can record up to 1 hour of sound before its wax cylinders must be retrieved and replaced. Any given clockwork recorder can play back the recordings of a cylinder, regardless of whether it was the recorder used for the original recording.", + "activation": "three-actions] Interact; Effect You wind the recorder to start recording sound or to play back a recording. You can have the recording or playback start immediately or be timed to start at any point up to one month later." + }, + { + "name": "Clockwork Rejuvenator", + "trait": "Clockwork, Consumable, Magical, Necromancy, Rare", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=895", + "summary": "This device has four finger-like latches centered around a whirring mass of gears. After winding the clockwork rejuvenator, you can latch it to the chest of an adjacent recently dead creature and return it to life. If you wound the rejuvenator using 1 Interact action, you can return to life a creature that died in the last 2 rounds, restoring it to 1 HP. If you wound the rejuvenator using 2 Interact actions, you can return to life a creature that died within the last 3 rounds. After attaching, the device continues to whirl for 1 minute, restoring 10 HP per round to the target. Thereafter, the clockwork rejuvenator loses its magic and becomes inert.", + "activation": "one-action] or [two-actions] Interact; Requirements The round you activate the rejuvenator, you must first spend either 1 Interact action or 2 Interact actions to wind the device." + }, + { + "name": "Clockwork Songbird", + "trait": "Divine, Enchantment, Magical, Unique", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3442", + "summary": "Originally constructed by the Thassilonian wizard Liralarue to serve as a key for a treasure vault, this clockwork songbird has other functions as well. Liralarue took the songbird apart once she realized Thassilon faced a mysterious doom, then hid the parts in her domain. The parts survived but never traveled too far from the region that would become known as the Sandpoint Hinterlands.", + "activation": "two-actions] Interact; Frequency once per day; Effect You place the clockwork songbird on a stable surface, and it casts an alarm spell heightened to 3rd level to your specifications. When the alarm is triggered, it does so in the form of a loud warbling birdsong sung by the clockwork. If the clockwork songbird is moved from its location before the alarm spell's duration has run its course, the spell ends." + }, + { + "name": "Clockwork Spider Bomb", + "trait": "Clockwork, Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1267", + "summary": "While arachnophobes don't need to fear this contraption's spiderlike appearance, they should probably worry if it starts ticking. When you activate the spider bomb, you place it on the ground and the clockwork spider crawls 5 feet in a straight line, continuing to advance 5 feet in the same straight line at the end of each of your turns for the next 4 rounds (traveling a total of 25 feet). If it takes any damage during this time, its bulbous abdomen detonates in a raging flame, dealing 5d6 fire damage to all creatures in a 5-foot burst (DC 24 basic Reflex save). You can also activate it a second time with a single-action command word activation, causing it to explode. The spider bomb has an AC of 10, 5 Hit Points, and +0 to all saving throws. After it detonates, the spider bomb is completely destroyed, regardless of the effects of its detonation. If it survives to the end of the 4-round duration without being detonated, the spider harmlessly loses its explosive charge and falls apart.", + "activation": "one-action] Interact" + }, + { + "name": "Clockwork Sun", + "trait": "Arcane, Artifact, Clockwork, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "24", + "url": "/Equipment.aspx?ID=3792", + "summary": "Hardness 20; HP 300 (BT 150); Immunities critical hits, object immunities, precision damage; Weaknesses electricity 20, orichalcum 20; Resistances physical 20 (except adamantine or orichalcum)", + "activation": "Set Cycle (concentrate, manipulate); Effect You program the clockwork sun’s motions and periods of illumination over the course of a 24-hour cycle. The clockwork sun follows this cycle exactly and must return to its starting point at the end of each cycle. If it does so, the act of the cycle automatically winds the clockwork sun, and it repeats the cycle. A clockwork sun that encounters an unexpected barrier can navigate simple blockades by moving around or climbing over them—as such, many users set a clockwork sun’s cycle to take less time than 24 hours, giving the artifact plenty of time to return to its starting spot if it’s forced take detours." + }, + { + "name": "Clockwork Wagon", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=22", + "summary": "A clockwork wagon is a slow, bulky wagon with cogs and gears running all along its interior and exterior, allowing it to pull about twice as much cargo as an ordinary wagon. However, it has less passenger space than an ordinary cart." + }, + { + "name": "Cloister Robe (Greater)", + "trait": "Divine, Focused, Invested", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=2321", + "summary": "The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the complexity of its construction fit the deity's outlook. The robe serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit." + }, + { + "name": "Cloister Robe (Lesser)", + "trait": "Divine, Invested", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=2321", + "summary": "The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the complexity of its construction fit the deity's outlook. The robe serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit." + }, + { + "name": "Cloister Robe (Major)", + "trait": "Divine, Focused, Invested", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=2321", + "summary": "The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the complexity of its construction fit the deity's outlook. The robe serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit." + }, + { + "name": "Cloister Robe (Moderate)", + "trait": "Divine, Invested", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=2321", + "summary": "The most devoted, cloistered clerics wear a cloister robe. Decorations symbolic of a specific deity adorn the robe, and the robe's colors and the complexity of its construction fit the deity's outlook. The robe serves as a religious symbol of that deity, and it doesn't need to be wielded to provide that benefit." + }, + { + "name": "Cloning Potion", + "trait": "Consumable, Magical, Potion, Rare", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2080", + "summary": "When you drink a cloning potion, you split in two, one version of you remaining in your space and the other moving into an adjacent space. Your clone, which has the minion trait, looks like you and remains for 1 minute. Provided you are both on the same plane, you can command your clone telepathically with a single action with the concentrate trait. You can also issue verbal commands, as normal for a minion. As an action that has the concentrate trait, you can sense through your clone. When you do, you lose all sensory information from your own body. You can Dismiss this sense-sharing effect.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Cloth (Cotton)", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1773", + "summary": "Cloth (Wool Cloth, 1 square yard)" + }, + { + "name": "Cloth (Linen)", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1773", + "summary": "Cloth (Wool Cloth, 1 square yard)" + }, + { + "name": "Cloth (wool cloth, 1 Bulk)", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1773", + "summary": "Cloth (Wool Cloth, 1 square yard)" + }, + { + "name": "Cloth (Wool Cloth, 1 square yard)", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1773", + "summary": "Cloth (Wool Cloth, 1 square yard)" + }, + { + "name": "Cloth of Nullification", + "trait": "Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3416", + "summary": "This small piece of embroidered cloth is inimical to all magic. ", + "activation": "Nullify Magic [two-actions] (manipulate); Effect You cover a magic item with the cloth or wave the cloth near a magic effect and attempt to counteract the effect or item. The cloth's counteract check modifier is +32, and its counteract rank is 10. Regardless of the result, the cloth of nullification can't be activated again for 2d6 hours. On a success, the effect or item is deactivated for the same amount of time, and its duration, if any, continues to expire during that time. With a successful counteract check, you can instead choose to completely absorb the magic from the effect or item into the cloth of nullification. If you do, both become completely non-magical and their magic can't be recovered, even by the remake spell." + }, + { + "name": "Clothing (Desert)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2715", + "summary": "Desert clothing is made up of loose-fitting, light, breathable clothes that protect your head and body from the sun and allow you to cool off easily. They allow you to negate the damage from severe environmental heat and reduce the damage from extreme heat to that of severe heat. This effect is negated if the clothing is worn with any armor, except armor that is especially cooling at the GM’s discretion." + }, + { + "name": "Clothing (Explorer's)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2715", + "summary": "Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer’s clothing, see its entry in the armor category." + }, + { + "name": "Clothing (Fine)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2715", + "summary": "Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. More expensive finery or clothes for …" + }, + { + "name": "Clothing (High-Fashion Fine)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2715", + "summary": "Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. More expensive finery or clothes for …" + }, + { + "name": "Clothing (Ordinary)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2715", + "summary": "Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. More expensive finery or clothes for …" + }, + { + "name": "Clothing (Winter)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2715", + "summary": "Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes. More expensive finery or clothes for …" + }, + { + "name": "Cloud Buns", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3459", + "summary": "White, pillowy dough surrounds an interior containing minced meats, spices, and herbs. The dough is steamed with elemental magic to make it light and airy while keeping the meaty center moist. When you consume a bun, a set of small clouds form around your feet that grant you a fly Speed of 30 feet or your speed, whichever is lower, for 1 round.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Cloud Buns (Greater)", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3459", + "summary": "White, pillowy dough surrounds an interior containing minced meats, spices, and herbs. The dough is steamed with elemental magic to make it light and airy while keeping the meaty center moist. When you consume a bun, a set of small clouds form around your feet that grant you a fly Speed of 30 feet or your speed, whichever is lower, for 1 round.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Cloud Pouch", + "trait": "Magical, Water", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3018", + "summary": "This small bag is filled with a fine, silvery powder that feels silky to the touch. ", + "activation": "Disperse [two-actions] (manipulate); Frequency once per hour; Effect You scatter the dust into the air around you, causing it to condense into a cloud in a 20-foot burst within 10 feet, as the mist spell. You can Sustain the activation to make the cloud Fly 20 feet. The cloud lasts 1 minute, and you can Dismiss it." + }, + { + "name": "Clown Monarch", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1997", + "summary": "A victim of clown monarch is amusing to behold as they repeatedly suffer slapstick pratfalls. This poison disrupts the victim's sense of balance. …", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Clubhead Poison", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1998", + "summary": "This poison is named for the strain of fungi from which it's distilled. Hallucinations assail the victim's mind, causing them to see imaginary foes. …", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Clunkerjunker", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=20", + "summary": "A favorite of goblins, a clunkerjunker is essentially an armored cart built out of junk that uses volatile flammable chemicals, explosions, and alchemical reactions to propel itself bumpily along. While the initial idea is impressive and the cost of creating one is surprisingly low, these junkers, unfortunately, have a strong tendency to malfunction, and they're always one bad bump away from disaster." + }, + { + "name": "Coating", + "trait": "Extradimensional, Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1865", + "summary": "When etched, this rune creates an extradimensional space that links to the weapon that wields it. The space can hold up to 1 Bulk but can contain only poisons and magic oils that could be applied to the weapon. Stowing or retrieving an item in the space requires an Interact action, except when using the rune's activation.", + "activation": "one-action] (concentrate); Requirements At least one magic oil or poison is stored inside the rune's extradimensional space; Effect For 1 minute, you can apply stored oils and poisons to the weapon without needing any hands free. Applying them takes the same number of actions as normal. An oil or poison applied this way pours directly from the extradimensional space onto the weapon, and when it's fully applied, its empty vial is ejected." + }, + { + "name": "Codebreaker's Parchment", + "trait": "Illusion, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1049", + "summary": "This finely crafted, seemingly mundane parchment is useful for writing sensitive documents. When words are written on this parchment, they instantly scramble into unrecognizable script, requiring a DC 20 check to Decipher Writing.", + "activation": "one-action] Interact; Effect You light the parchment on fire, burning the words off while leaving the parchment unharmed and ready to bear more text." + }, + { + "name": "Codebreaker's Parchment (Greater)", + "trait": "Illusion, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1049", + "summary": "This finely crafted, seemingly mundane parchment is useful for writing sensitive documents. When words are written on this parchment, they instantly scramble into unrecognizable script, requiring a DC 20 check to Decipher Writing.", + "activation": "one-action] Interact; Effect You light the parchment on fire, burning the words off while leaving the parchment unharmed and ready to bear more text." + }, + { + "name": "Codebreaker's Parchment (Major)", + "trait": "Illusion, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1049", + "summary": "This finely crafted, seemingly mundane parchment is useful for writing sensitive documents. When words are written on this parchment, they instantly scramble into unrecognizable script, requiring a DC 20 check to Decipher Writing.", + "activation": "one-action] Interact; Effect You light the parchment on fire, burning the words off while leaving the parchment unharmed and ready to bear more text." + }, + { + "name": "Coded Signal (Monument)", + "trait": "Uncommon", + "item_category": "Services", + "item_subcategory": "Secret Society Membership Services", + "bulk": "", + "url": "/Equipment.aspx?ID=1631", + "summary": "Secret societies are notorious for their rituals and symbolism, and for working those symbols into their properties and belongings. The silent hunters of the Cat and Mouse Society wear cat masks and brand their lodges with the sign of the sphinx. Some of this is due to ego, some due to what might be best understood as an exercise in branding, but some is to convey messages to members." + }, + { + "name": "Coded Signal (Permanent)", + "trait": "Uncommon", + "item_category": "Services", + "item_subcategory": "Secret Society Membership Services", + "bulk": "", + "url": "/Equipment.aspx?ID=1631", + "summary": "Secret societies are notorious for their rituals and symbolism, and for working those symbols into their properties and belongings. The silent hunters of the Cat and Mouse Society wear cat masks and brand their lodges with the sign of the sphinx. Some of this is due to ego, some due to what might be best understood as an exercise in branding, but some is to convey messages to members." + }, + { + "name": "Coded Signal (Temporary)", + "trait": "Uncommon", + "item_category": "Services", + "item_subcategory": "Secret Society Membership Services", + "bulk": "", + "url": "/Equipment.aspx?ID=1631", + "summary": "Secret societies are notorious for their rituals and symbolism, and for working those symbols into their properties and belongings. The silent hunters of the Cat and Mouse Society wear cat masks and brand their lodges with the sign of the sphinx. Some of this is due to ego, some due to what might be best understood as an exercise in branding, but some is to convey messages to members." + }, + { + "name": "Codex of Destruction and Renewal", + "trait": "Grimoire, Magical, Rare", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2173", + "summary": "An unsmiling mask, half obsidian and half ivory, is embossed on the cover of this weighty tome, the opposite color forming the background of each half. Each codex of destruction and renewal is said to contain a fragment of the knowledge Nethys gained in his apotheosis and they're sacred to his church.", + "activation": "one-action] (concentrate, spellshape); Frequency once per day; Effect If your next action is to cast a healing spell prepared from this grimoire that restores Hit Points, the spell renews the target constantly and perfectly. The spell grants the target regeneration 20, restoring 20 Hit Points at the start of its turn and preventing the target both from dying due to damage and from its dying condition increasing to a value that would result in its death. Each time the creature regains Hit Points from regeneration, it regrows all damaged or ruined organs; it can also regrow any severed body parts as a free action immediately after the body part is severed, with the original crumbling to ash. The effect lasts for 4 rounds." + }, + { + "name": "Codex of Unimpeded Sight", + "trait": "Divination, Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=991", + "summary": "A female figure peers through her blindfold from the cover of this stately tome.", + "activation": "free-action] envision; Frequency once per day; Requirements Your last action was to cast a divination spell prepared from this grimoire; Effect The grimoire offers you a glimpse into the truth of things. Seek or Recall Knowledge." + }, + { + "name": "Codex of Unimpeded Sight (Greater)", + "trait": "Divination, Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=991", + "summary": "The frequency of the activation is once per hour instead of once per day. When you use it, you gain a +1 item bonus on your Perception check to Seek or skill check to Recall Knowledge.", + "activation": "free-action] envision; Frequency once per day; Requirements Your last action was to cast a divination spell prepared from this grimoire; Effect The grimoire offers you a glimpse into the truth of things. Seek or Recall Knowledge." + }, + { + "name": "Cognitive Mutagen (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3316", + "summary": "The bonus is +3, and the duration is 1 hour. You become trained in one Intelligence-based skill, chosen at creation.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Cognitive Mutagen (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3316", + "summary": "Your mind becomes clear, but physical matters seem ephemeral.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Cognitive Mutagen (Major)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3316", + "summary": "The bonus is +4, and the duration is 1 hour. You become trained in one skill, chosen at creation.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Cognitive Mutagen (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3316", + "summary": "Your mind becomes clear, but physical matters seem ephemeral.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Coin of Comfort", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1271", + "summary": "This thick silver coin is deeply worn on one side, creating a shallow dip. ", + "activation": "one-action] Interact; Frequency once per hour; Effect You rub your thumb along the grooved side and become filled with a sense of comfort and safety. You reduce your frightened condition by 1." + }, + { + "name": "Cold Comfort (Greater)", + "trait": "Alchemical, Cold, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1259", + "summary": "The contraption called cold comfort is a watertight pouch filled with a handful of small, heavy, silvery pellets. When emptied into an adjacent body of water, the pellets freeze the water's surface almost instantly, creating an ice block in a 10-foot square to a depth of 1 foot. Any creatures inside this space must attempt a DC 23 Reflex save. On a failure, the creature takes 2d6 cold damage and is immobilized for 1 minute or until it Escapes (DC 20) or the ice is broken. The entire ice block has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. The ice is strong enough to support one Large creature or up to four Medium or Small creatures. Traversing the slippery ice requires a successful DC 20 Acrobatics check to Balance.", + "activation": "one-action] Interact" + }, + { + "name": "Cold Comfort (Lesser)", + "trait": "Alchemical, Cold, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1259", + "summary": "The contraption called cold comfort is a watertight pouch filled with a handful of small, heavy, silvery pellets. When emptied into an adjacent body of water, the pellets freeze the water's surface almost instantly, creating an ice block in a 10-foot square to a depth of 1 foot. Any creatures inside this space must attempt a DC 23 Reflex save. On a failure, the creature takes 2d6 cold damage and is immobilized for 1 minute or until it Escapes (DC 20) or the ice is broken. The entire ice block has AC 10, Hardness 10, and 40 Hit Points, and it's immune to critical hits, cold damage, and precision damage. The ice is strong enough to support one Large creature or up to four Medium or Small creatures. Traversing the slippery ice requires a successful DC 20 Acrobatics check to Balance.", + "activation": "one-action] Interact" + }, + { + "name": "Cold Iron Blanch (Greater)", + "trait": "Alchemical, Consumable, Precious, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=861", + "summary": "You can pour a vial of this dark liquid onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. When used on a melee or thrown weapon, rather than ammunition, the blanch lasts for the listed duration or 10 successful Strikes, whichever comes first. When you use it on ammunition, the blanch is expended on a given piece of ammunition after firing it, whether it hits or not. A cold iron blanch contains small amounts of alchemist's fire, so it must be used all at once; an opened vial ignites to melt the cold iron onto the weapon and is quickly consumed. The weapon or ammunition counts as cold iron instead of its normal precious material (such as silver) for any physical damage it deals, if applicable.", + "activation": "two-actions] Interact" + }, + { + "name": "Cold Iron Blanch (Lesser)", + "trait": "Alchemical, Consumable, Precious, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=861", + "summary": "You can pour a vial of this dark liquid onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. When used on a melee or thrown weapon, rather than ammunition, the blanch lasts for the listed duration or 10 successful Strikes, whichever comes first. When you use it on ammunition, the blanch is expended on a given piece of ammunition after firing it, whether it hits or not. A cold iron blanch contains small amounts of alchemist's fire, so it must be used all at once; an opened vial ignites to melt the cold iron onto the weapon and is quickly consumed. The weapon or ammunition counts as cold iron instead of its normal precious material (such as silver) for any physical damage it deals, if applicable.", + "activation": "two-actions] Interact" + }, + { + "name": "Cold Iron Blanch (Moderate)", + "trait": "Alchemical, Consumable, Precious, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=861", + "summary": "You can pour a vial of this dark liquid onto one melee weapon, one thrown weapon, or 10 pieces of ammunition. When used on a melee or thrown weapon, rather than ammunition, the blanch lasts for the listed duration or 10 successful Strikes, whichever comes first. When you use it on ammunition, the blanch is expended on a given piece of ammunition after firing it, whether it hits or not. A cold iron blanch contains small amounts of alchemist's fire, so it must be used all at once; an opened vial ignites to melt the cold iron onto the weapon and is quickly consumed. The weapon or ammunition counts as cold iron instead of its normal precious material (such as silver) for any physical damage it deals, if applicable.", + "activation": "two-actions] Interact" + }, + { + "name": "Cold Iron Chunk", + "trait": "Precious", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2916", + "summary": "Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items." + }, + { + "name": "Cold Iron Ingot", + "trait": "Precious", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2916", + "summary": "Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items." + }, + { + "name": "Cold Iron Object (High-Grade)", + "trait": "Precious", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2916", + "summary": "Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items." + }, + { + "name": "Cold Iron Object (Low-Grade)", + "trait": "Precious", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2916", + "summary": "Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items." + }, + { + "name": "Cold Iron Object (Standard-Grade)", + "trait": "Precious", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2916", + "summary": "Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items." + }, + { + "name": "Cold Iron Transmuting Ingot", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3897", + "summary": "A miniature ingot of metal hangs upon a leather cord, with deep weapon grooves on its surface. A weapon it’s applied to counts as a particular precious material for physical damage it deals for 1 minute, depending on its type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Coldstar Pistols", + "trait": "Artifact, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2361", + "summary": "One dueling pistol in this paired set is etched with flames along its barrel, while the other is etched with icicles. In these separate forms, one gun comprising the Coldstar Pistols functions as a +3 greater striking greater flaming dueling pistol and the other as a +3 greater striking greater frost dueling pistol. When joined, the guns form a double-barreled weapon that functions as a +4 major striking greater flaming greater frost dueling pistol. The combined form has a range increment of 120 feet. In either form, the Coldstar Pistols have the agile, concealable, concussive, and fatal d10 traits. As star guns, the Coldstar Pistols run on magic and don't use ammunition or black powder.", + "activation": "one-action] (manipulate); Frequency once per round; Effect Make two Strikes against one target, taking the highest of the two attack rolls and applying it to both attacks. Your multiple attack penalty increases only after these Strikes." + }, + { + "name": "Collar", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animal Caretaking Gear", + "bulk": "", + "url": "/Equipment.aspx?ID=1699", + "summary": "" + }, + { + "name": "Collar of Empathy", + "trait": "Companion, Invested, Primal", + "item_category": "Worn Items", + "item_subcategory": "Companion Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=3015", + "summary": "This ornate collar of intertwined leather strips of contrasting colors is paired with a bracelet of a similar construction. When you wear and invest the bracelet and your companion wears and invests the collar, you gain a stronger connection to each other. You and your companion can always sense each other's emotional states and basic physical wants and needs.", + "activation": "Empathic Link [one-action] (concentrate); Effect You perceive through your animal companion's senses instead of your own. You can Sustain the activation. You are unaware of your own surroundings for as long as you are using your animal companion's senses. In addition to the obvious use when you are separated from your companion, this ability might allow you to notice sounds, scents, and other stimuli that your companion's senses register but yours alone don't." + }, + { + "name": "Collar of Inconspicuousness", + "trait": "Companion, Invested, Primal", + "item_category": "Worn Items", + "item_subcategory": "Companion Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=3016", + "summary": "This leather collar's almost threadbare look belies its magical nature. When your companion wears and invests the collar, it gains the ability to change its appearance from that of a ferocious animal into a more inconspicuous form.", + "activation": "Adorable Guise [one-action] (concentrate); Effect You touch your animal companion to transform it into a nonthreatening Tiny creature of the same family or a similar creature (for instance, a house cat instead of a tiger, or a puppy instead of a wolf). This has the effects of pest form (2nd rank, or 4th rank if your companion can fly). The effect lasts until you Dismiss it." + }, + { + "name": "Collar of the Eternal Bond", + "trait": "Conjuration, Eidolon, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Eidolon Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1050", + "summary": "When you invest this collar for your eidolon, it changes its appearance to match the eidolon's form, possibly into a different sort of neckpiece such as a choker, and it glows brightly with the symbol you and your eidolon share. While your eidolon wears a collar of the eternal bond, the collar bolsters their connection to you, allowing them to move up to 150 feet from you before unmanifesting instead of 100 feet. The eidolon can also Activate the collar to move even further.", + "activation": "one-action] envision; Frequency once per day; Effect Your eidolon focuses their will on the collar, allowing the collar to maintain the connection between you at any distance. For the next 5 minutes, you and your eidolon can move any distance from each other without your eidolon unmanifesting. When the duration ends, if your eidolon is more than 150 feet from you, they immediately unmanifest." + }, + { + "name": "Collar of the Shifting Spider", + "trait": "Alchemical", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "1", + "url": "/Equipment.aspx?ID=1975", + "summary": "This intimidating collar contains a hollow central tube and ends in twin metal points shaped like spider fangs. The collar can be loaded with an alchemical mutagen as an Interact action.", + "activation": "free-action] (manipulate); Trigger You roll initiative; Requirements A mutagen is loaded in the collar; Effect The metal points dig into your neck, inflicting 1 piercing damage and injecting the mutagen directly into your bloodstream. This has the same effect as if you drank the mutagen conventionally, except the duration of the mutagen is halved due to the more direct administration." + }, + { + "name": "Colorful Coating (Blue)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1938", + "summary": "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.", + "activation": "three-actions] (manipulate)" + }, + { + "name": "Colorful Coating (Green)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1938", + "summary": "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.", + "activation": "three-actions] (manipulate)" + }, + { + "name": "Colorful Coating (Indigo)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1938", + "summary": "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.", + "activation": "three-actions] (manipulate)" + }, + { + "name": "Colorful Coating (Orange)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1938", + "summary": "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.", + "activation": "three-actions] (manipulate)" + }, + { + "name": "Colorful Coating (Red)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1938", + "summary": "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.", + "activation": "three-actions] (manipulate)" + }, + { + "name": "Colorful Coating (Violet)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1938", + "summary": "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.", + "activation": "three-actions] (manipulate)" + }, + { + "name": "Colorful Coating (Yellow)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1938", + "summary": "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.", + "activation": "three-actions] (manipulate)" + }, + { + "name": "Comandant's Scabbard", + "trait": "Apex, Invested, Magical", + "item_category": "Apex Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3961", + "summary": "Only the leader of an army could wear this diamond and ruby-encrusted scabbard that somehow always remains shiny no matter how terrible the conditions. While wearing the scabbard, you feel exceptionally powerful, and you gain a +3 item bonus to Athletics checks. When you invest the scabbard, you either increase your Strength modifier by 1 or increase it to +4, whichever would give you a higher value.", + "activation": "Commanding Draw [one-action] (fortune); Frequency once per hour; Requirements You have a weapon sheathed in your commandant’s scabbard; Effect You Interact to draw your weapon from your scabbard and Strike with it. On that Strike, you can roll twice and take the better result." + }, + { + "name": "Combat Catamaran", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=107", + "summary": "This high-speed sailing ship is designed to track down fleeing vessels. When traveling downwind, the combat catamaran can deploy a pair of huge kite-like spinnakers that dramatically increase its speed." + }, + { + "name": "Combat Kite", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=118", + "summary": "This massive box-shaped kite is flown from the ground with a thin and light magical tether. This enables the combat kite to carry cargo high over enemy positions and remotely release it, often alchemical bombs or gliders." + }, + { + "name": "Combat Transport", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=92", + "summary": "These massive vehicles incorporate multiple gas filled bladders and clockwork technology to quickly deploy troops in battle. With a large fuselage bracketed by equally large gas bladders, combat transports utilize both aft-mounted and bottommounted clockwork fans to move and hover." + }, + { + "name": "Comealong", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=865", + "summary": "This portable winch consists of a length of cable or chain, two hooks, and a ratcheting drum with a handle. When used with two sections of rope or chain, it allows you to pull a heavy load along a flat surface." + }, + { + "name": "Communication Bangle", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=841", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction." + }, + { + "name": "Communication Pendants", + "trait": "Auditory, Divination, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1463", + "summary": "Each of these matching necklaces has been constructed using one half of a purple teardrop-shaped gem, split in two. These pendants function only with the other pendant in their pair and must be crafted together. If one pendant becomes broken, the other shatters into non-magical shards. The Price listed above is for a pair of pendants.", + "activation": "one-action] Interact; Effect You speak, audibly projecting your voice from the pendant you're wearing to the other. Your voice can be heard by whoever is wearing the other pendant no matter how far away the pendants are from each other, as long as the wearer has invested the other pendant and is on the same plane as you. Continued activation allows you to communicate with the other pendant's wearer whenever and for as long as your desire." + }, + { + "name": "Communion Mat", + "trait": "Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2174", + "summary": "This pageless grimoire is made up of two durable covers that open to display a small ritual circle. When you first invest the grimoire, you and your familiar each press a limb to a corner of the mat. The ritual circle then morphs to one matching the tradition of your patron, the spells contained in your familiar appearing in the margins. During your daily preparations, your familiar performs a small jaunt around the open ritual circle to strengthen its connection to your patron.", + "activation": "free-action] (concentrate, spellshape); Frequency once per 10 minutes; Effect If your next action is to cast a spell your familiar learned from a lesson (whether a cantrip or from a spell slot), your patron notices that you’re putting their power to good use and strengthens your familiar with a surge of magic. Your familiar Sustains one of your spells." + }, + { + "name": "Compass", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2716", + "summary": "A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item)." + }, + { + "name": "Compass (Lensatic)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2716", + "summary": "A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item)." + }, + { + "name": "Compass of Transpositional Awareness", + "trait": "Conjuration, Invested, Magical, Rare, Teleportation", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1638", + "summary": "The silver face of this glass-encased compass is etched with dozens of esoteric symbols, obscure icons, and inscrutable abbreviations. ", + "activation": "one-action] ; Frequency once per day; Effect You use the compass of transpositional awareness to triangulate your current coordinates and the coordinates of your intended destination using teleportation magic. For 1 minute, whenever you cast a teleportation spell that has a range, increase that spell's range by 30 feet. If the spell normally has a range of touch, extend its range to 30 feet." + }, + { + "name": "Composer Staff", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2249", + "summary": "A composer staff is short and shaped like an elegant black conductor's baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to Performance checks made with it.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Composer Staff (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2249", + "summary": "A composer staff is short and shaped like an elegant black conductor's baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to Performance checks made with it.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Composer Staff (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2249", + "summary": "A composer staff is short and shaped like an elegant black conductor's baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to Performance checks made with it.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Compound Eyes", + "trait": "Fortune, Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3181", + "summary": "You replace your eyes with ones similar to an insect’s or a crustacean’s, which allow you to better pinpoint movement. Once per day when you attempt a flat check to target a creature that’s concealed from you, you can roll twice and take the better result." + }, + { + "name": "Comprehension Elixir (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mental", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3303", + "summary": "This bitter draft opens your mind to the potential of the written word. For the listed duration after drinking this elixir, you can understand any words you read, as long as they're written in a common language. This elixir doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to Decipher Writing.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Comprehension Elixir (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mental", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3303", + "summary": "This bitter draft opens your mind to the potential of the written word. For the listed duration after drinking this elixir, you can understand any words you read, as long as they're written in a common language. This elixir doesn't automatically allow you to understand codes or extremely esoteric passages—you still need to attempt a skill check to Decipher Writing.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Concealed Holster", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1202", + "summary": "This leather holster is crafted to better hide small firearms from view. Only firearms designed for use in one hand are small enough to disguise with this holster. You gain a +1 item bonus to Stealth checks and DCs to hide or conceal a firearm or hand crossbow in this holster." + }, + { + "name": "Concealed Sheath", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2714", + "summary": "This leather sheath is large enough to hold an item of up to light Bulk and is typically used for daggers, wands, thieves' toolkits, and similar objects. You can affix it to the inside of a boot, under a bracer or sleeve, or in other inconspicuous locations to gain a +1 item bonus to Stealth checks and DCs to hide or conceal the item within." + }, + { + "name": "Concealment Coin", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2427", + "summary": "This hollow piece resembles a typical coin and features enough space inside to hide brief messages written on small pieces of paper. You can unscrew or close the coin with an Interact action. You can determine an unattended concealment coin's true nature with a successful DC 20 Perception check. Determining the coin's nature while it's being handled is more difficult and typically requires a successful Perception check against the Thievery DC of the person holding the coin." + }, + { + "name": "Conch of Otherworldly Seas", + "trait": "Magical, Uncommon, Water", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2626", + "summary": "Magical writing covers the surface of this beautiful conch shell, which emits a blue light from inside. A conch of otherworldly seas is a virtuoso handheld musical instrument that grants a +2 item bonus to Performance checks attempted while using it.", + "activation": "Sounds of the Deep 10 minutes (concentrate, manipulate); Effect You hold the horn to your ear and touch the correct series of runes inscribed on its surface, causing the conch to cast a 5th-rank clairaudience spell for your benefit. Provided you choose a location that's underwater, you can extend the spell's range to 1 mile and hear with perfect clarity." + }, + { + "name": "Condensed Mana", + "trait": "Alchemical, Consumable, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1802", + "summary": "Condensed mana is a crystal vial filled with concentrated miasma from the Mana Wastes. The colors shift abruptly and unpredictably within and the opening of the bottle is sealed tighter than any other potion or alchemical item, emphasizing its dangers.", + "activation": "two-actions] Strike" + }, + { + "name": "Conducting", + "trait": "Evocation, Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=919", + "summary": "A conducting weapon can channel energy through it. The weapon gains the resonant weapon trait, except that when you Conduct Energy, the weapon deals an additional 1d8 damage of the selected type instead of 1 additional damage per die; if the weapon already had the resonant weapon trait, it deals 1d8 damage plus 1 damage per die instead. On a critical hit, the weapon deals 1d8 persistent damage of the same type." + }, + { + "name": "Conduit Shot (Greater)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2047", + "summary": "Fine lines of djezet sparkle in conduit shot. When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Conduit Shot (Lesser)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2047", + "summary": "Fine lines of djezet sparkle in conduit shot. When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Conduit Shot (Moderate)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2047", + "summary": "Fine lines of djezet sparkle in conduit shot. When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. When a conduit shot hits a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Confabulator", + "trait": "Illusion, Magical, Uncommon", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2166", + "summary": "This device attaches to any non-percussive musical instrument, allowing a non-verbal character to shape the sounds of the instrument into speech. The speech can be any language the character understands, and the sound of the speech resembles the instrument the device is attached to. You also gain a +1 item bonus to Performance checks made with the instrument." + }, + { + "name": "Conrasu Coin (Arbiter)", + "trait": "Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1639", + "summary": "These wooden discs sometimes form spontaneously at the Wood Pile, a secret conrasu location suffused with extraplanar energy. A conrasu coin can be activated to call upon the power of a specific type of aeon.", + "activation": "free-action] envision; Trigger varies, see entry" + }, + { + "name": "Conrasu Coin (Bythos)", + "trait": "Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1639", + "summary": "These wooden discs sometimes form spontaneously at the Wood Pile, a secret conrasu location suffused with extraplanar energy. A conrasu coin can be activated to call upon the power of a specific type of aeon.", + "activation": "free-action] envision; Trigger varies, see entry" + }, + { + "name": "Conspirator's Cookie", + "trait": "Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3520", + "summary": "The shape and exact flavor of these chocolate-covered cookies vary slightly based on who prepares them and the language they are imbued with when crafted. Although named for their use in obfuscating communications, Diarra finds them useful for quite the opposite reason.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Constant Crosier", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3930", + "summary": "This weathered crook is often carried by chaplains of more primal deities. The carved wooden shaft bears the marks of fire damage and smells of campfire meals past. It counts as a wooden religious symbol for deities who grant the nature domain. While traveling in exploration mode, you and your allies within 120 feet count anyone’s travel Speed of 15 feet or lower as 25 feet.", + "activation": "Season of Grit [one-action] (manipulate, visual); Frequency once per day; Effect You brandish the constant crosier high in the air and wave it about. All allies within 60 feet who can see the crosier receive a +1 status bonus to Fortitude saves and resistance 5 to persistent damage for 1 minute." + }, + { + "name": "Constricting Whip Tail", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3195", + "summary": "You have a strong, prehensile tail. You gain a tail unarmed attack that deals 1d6 bludgeoning damage. This tail is in the brawling group. You gain a +1 item bonus to Acrobatics checks to Balance and to Athletics checks to Climb. You can also use your tail for the Grab an Edge action, even if your hands are otherwise occupied." + }, + { + "name": "Contagion Metabolizer (Greater)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1960", + "summary": "Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the highest-level poison or disease afflicting you. This takes longer for a disease—the counteract check doesn't happen until 10 minutes after you drink the elixir. After drinking, you become temporarily immune to contagion metabolizers for 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Contagion Metabolizer (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1960", + "summary": "Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the highest-level poison or disease afflicting you. This takes longer for a disease—the counteract check doesn't happen until 10 minutes after you drink the elixir. After drinking, you become temporarily immune to contagion metabolizers for 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Contagion Metabolizer (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1960", + "summary": "Contagion metabolizers seek out toxins in the bloodstream and attempt to purify them into humors the body processes naturally. When you drink this elixir, it attempts a counteract check with the listed counteract modifier to remove the highest-level poison or disease afflicting you. This takes longer for a disease—the counteract check doesn't happen until 10 minutes after you drink the elixir. After drinking, you become temporarily immune to contagion metabolizers for 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Conundrum Spectacles", + "trait": "Divination, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1468", + "summary": "These wire spectacles have been fitted with circular glass lenses. While wearing the spectacles, you gain a +1 item bonus to Decipher Writing.", + "activation": "one-action] Interact; Frequency once per day; Requirements You are attempting to read something in a language you don't understand; Effect You flick a small toggle on the side of the spectacles, flipping the lenses over in the frames. You can understand the meaning of the language you are reading. This doesn't let you understand codes, riddles, or metaphors (subject to the GM's discretion). This effect lasts 1 hour." + }, + { + "name": "Conundrum Spectacles (Greater)", + "trait": "Divination, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1468", + "summary": "These wire spectacles have been fitted with circular glass lenses. While wearing the spectacles, you gain a +1 item bonus to Decipher Writing.", + "activation": "one-action] Interact; Frequency once per day; Requirements You are attempting to read something in a language you don't understand; Effect You flick a small toggle on the side of the spectacles, flipping the lenses over in the frames. You can understand the meaning of the language you are reading. This doesn't let you understand codes, riddles, or metaphors (subject to the GM's discretion). This effect lasts 1 hour." + }, + { + "name": "Cook's Caravan", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=100", + "summary": "An army travels on its stomach, and this wagon train is designed to keep that stomach full. Composed of five heavy wagons connected via a series of flexible corridors, this caravan carries provisions and provides dining services for troops. The lead and middle wagons contain full-service galleys while the second and fourth wagons are stocked to the brim with foodstuffs. The last wagon in the caravan contains a boiler and scullery services for cleaning kitchen utensils and dishes. On the roof of each wagon is an herb garden to ensure a fresh supply for all meals, and mounted beneath all wagons are water and beer storage. Each cook’s caravan carries enough supplies to feed its crew, passengers, 12 Large creatures, and 500 soldiers for a month before needing to be restocked." + }, + { + "name": "Cookware", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2717", + "summary": "" + }, + { + "name": "Cooling Elixir (Greater)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3304", + "summary": "This elixir is made to help you withstand extreme environments. For 24 hours, you're protected from the effects of severe heat.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Cooling Elixir (Lesser)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3304", + "summary": "This elixir is made to help you withstand extreme environments. For 24 hours, you're protected from the effects of severe heat .", + "activation": "one-action] (manipulate)" + }, + { + "name": "Cooling Elixir (Moderate)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3304", + "summary": "This elixir is made to help you withstand extreme environments. For 24 hours, you're protected from the effects of severe heat.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Cooperative Waffles", + "trait": "Alchemical, Consumable, Processed", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1911", + "summary": "Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those who share the batch. You can split the waffles with one other creature. After you both eat half of the waffles to Activate them, when one of you uses Follow the Expert to follow the other, the circumstance bonus granted is 1 higher. The waffles' bonus lasts 24 hours or until you next make your daily preparations, whichever comes first. You can only be linked to one creature in this way at a time; if either of you eats cooperative waffles again, the effect of your previous waffles ends.", + "activation": "minutes (manipulate)" + }, + { + "name": "Cooperative Waffles (Greater)", + "trait": "Alchemical, Consumable, Processed", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1911", + "summary": "Flash-cooked on a waffle iron and drizzled with alchemical syrups and compound butter, cooperative waffles bolster the supportive spirit of those who share the batch. You can split the waffles with one other creature. After you both eat half of the waffles to Activate them, when one of you uses Follow the Expert to follow the other, the circumstance bonus granted is 1 higher. The waffles' bonus lasts 24 hours or until you next make your daily preparations, whichever comes first. You can only be linked to one creature in this way at a time; if either of you eats cooperative waffles again, the effect of your previous waffles ends.", + "activation": "minutes (manipulate)" + }, + { + "name": "Copper (Ingot)", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1764", + "summary": "" + }, + { + "name": "Copper Penny", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2100", + "summary": "This plain copper coin is typically affixed near the feet, on a pant leg or hem. When you Activate it, you Stand and can't be knocked prone again on the current turn.", + "activation": "free-action] (concentrate); Trigger You are knocked prone; Requirements You're an expert in Acrobatics, and you are unarmored." + }, + { + "name": "Cordelia's Construct Key", + "trait": "Conjuration, Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=884", + "summary": "Worn on a necklace, this intricate key grants you greater facility with constructs. The key alerts you to constructs lurking around you. Whether or not you are Investigating, the GM automatically rolls secret Recall Knowledge checks for you when you see a construct pretending to be a normal object, statue, or the like. Typically, this check is Arcana, Crafting, or an appropriate Lore skill. On a success, you recognize the presence of the construct and gain the usual benefits of Recall Knowledge.", + "activation": "minute (command, envision, Interact); Frequency once per day; Effect You place the key on a Small object and turn it, creating a simple animated object for 1 hour. The animated object has the statistics of an animated broom but has no bristles Strike and can't attack. It performs simple and broad menial tasks for you in exploration or downtime but is too slow to react to individual commands to assist you in a combat encounter." + }, + { + "name": "Cordelia's Construct Key (Greater)", + "trait": "Conjuration, Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=884", + "summary": "Worn on a necklace, this intricate key grants you greater facility with constructs. The key alerts you to constructs lurking around you. Whether or not you are Investigating, the GM automatically rolls secret Recall Knowledge checks for you when you see a construct pretending to be a normal object, statue, or the like. Typically, this check is Arcana, Crafting, or an appropriate Lore skill. On a success, you recognize the presence of the construct and gain the usual benefits of Recall Knowledge.", + "activation": "minute (command, envision, Interact); Frequency once per day; Effect You place the key on a Small object and turn it, creating a simple animated object for 1 hour. The animated object has the statistics of an animated broom but has no bristles Strike and can't attack. It performs simple and broad menial tasks for you in exploration or downtime but is too slow to react to individual commands to assist you in a combat encounter." + }, + { + "name": "Core Bugle", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3931", + "summary": "This brass horn is marked by age but remains in excellent condition. The rim of the mouth is ringed by finely carved runes. This bugle grants you a +2 item bonus to Performance checks while playing music with the instrument.", + "activation": "Reveille [one-action] (auditory, manipulate); Frequency once per day; Effect You blow a swift cadence of sharp notes that carries through the air. You and all allies within a 30- foot emanation can immediately Stand as a free action; this doesn’t provoke reactions." + }, + { + "name": "Cornucopia of Plenty", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3932", + "summary": "This exquisite wicker horn is made of green wood and smells of fresh wheat and barley. ", + "activation": "Bountiful Rations [one-action] (manipulate); Frequency once per day; Effect You draw forth and consume a filling snack from this cornucopia. You gain 5 temporary Hit Points that last for 1 minute and suppress the effects of the fatigued condition for 10 minutes." + }, + { + "name": "Coronet of Stars", + "trait": "Apex, Invested, Magical, Necromancy, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2527", + "summary": "This short golden crown bears a number of gems, each placed in the center of an engraving of a star. While wearing the crown, you are overcome with a nurturing instinct and understand the best ways to help others. You gain a +3 item bonus to Medicine checks.", + "activation": "reaction] command; Frequency once per hour; Trigger An ally within 60 feet fails a non-secret check; Effect You call out to your ally and offer a reassurance. The triggering ally rerolls the failed check and takes the higher result. This is a fortune effect." + }, + { + "name": "Corpse Compass", + "trait": "Divination, Magical, Necromancy, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1605", + "summary": "This bone compass, made of the bones of sapient creatures that died violent deaths, is eerily effective when it comes to locating corpses. If you know you're Tracking a creature that's dead, you can use the compass's idiosyncrasies to your advantage and gain a +2 item bonus to your Survival check to do so. Otherwise, it works as a normal compass." + }, + { + "name": "Corpsecaller Round", + "trait": "Consumable, Magical, Necromancy, Negative, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1606", + "summary": "This bullet is crafted entirely from obsidian and engraved with hair-thin runes. When an activated corpsecaller round hits a target, the struck creature is called to the grave. It takes 4d10 negative damage with a DC 25 Fortitude saving throw.", + "activation": "one-action] Interact" + }, + { + "name": "Corpseward Pendant", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2341", + "summary": "A corpseward pendant is usually shaped like the skull of a humanoid or small animal. ", + "activation": "one-action] (manipulate); Frequency once per hour; Effect You become undetectable to undead creatures for 10 minutes. Undead can’t see, hear, or smell you, or detect you with sensory capabilities such as tremorsense. A creature can attempt a DC 18 Will saving throw to ignore this effect. If an undead has reason to believe that undetected opponents are present, it can still attempt to Seek or Strike you. If you attempt to use a vitality spell to damage undead, touch or damage an undead creature, or attack any creature while warded in this manner, the pendant’s effects immediately end. An undead creature who observes you in this manner or one who succeeds at the Will save is immune to the corpseward pendant for 24 hours." + }, + { + "name": "Corrective Lenses", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2773", + "summary": "A set of corrective lenses might take the form of eyeglasses or specialized goggles worn over the eyes. You can don or remove your corrective lenses as an Interact action." + }, + { + "name": "Corrosive", + "trait": "Acid, Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2834", + "summary": "Acid sizzles across the surface of the weapon etched with this rune. When you hit with the weapon, add 1d6 acid damage to the damage dealt. In addition, on a critical hit, the target's armor (if any) takes 3d6 acid damage (before applying Hardness); if the target has a shield raised, the shield takes this damage instead." + }, + { + "name": "Corrosive (Greater)", + "trait": "Acid, Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2834", + "summary": "Acid sizzles across the surface of the weapon etched with this rune. When you hit with the weapon, add 1d6 acid damage to the damage dealt. In addition, on a critical hit, the target's armor (if any) takes 3d6 acid damage (before applying Hardness); if the target has a shield raised, the shield takes this damage instead." + }, + { + "name": "Corrosive Ammunition", + "trait": "Acid, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3391", + "summary": "This peculiar ammunition is coated in yellow dust that leaves a stain on anything it touches. When activated corrosive ammunition hits a target, it dissolves across the target's armor. The armor takes 1d8 persistent acid damage that ignores the armor's Hardness; if the target isn't wearing armor, it takes the acid damage instead. This damage occurs at the end of the target's turns.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Corrosive Engravings", + "trait": "Acid, Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2175", + "summary": "These tin sheets are bound in brass and show significant signs of erosion. The grimoire's title is acid-etched, and flipping between the sheets leaves your fingers covered in flecks of rust and powdery metal.", + "activation": "free-action] (concentrate); Frequency once per day; Effect If your next action is to cast an acid or poison spell that deals persistent damage, any creature who takes persistent damage from the spell is also sickened 2 until the persistent damage ends. Using an action to retch can reduce the sickened value as normal, but it can't reduce the sickened value below 1 until the persistent damage ends." + }, + { + "name": "Corruption Cassock", + "trait": "Cursed, Divine, Focused, Intelligent, Invested, Rare, Unholy", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2376", + "summary": "Devotees of benevolent faiths fear and loathe corruption cassocks, each of which is dedicated to an unholy deity. When the garment chooses a target, such as when it senses a worshipper of a deity who isn’t unholy, it alters its form to match another deity’s iconography, appearing to be a devoted vestments for that deity. Once donned, the cassock tries to subtly sway its wearer to the worship of its deity. If the wearer begins to succumb, the corruption cassock gradually reverts to its true appearance, replacing its false iconography as its wearer converts.", + "activation": "one-action] (concentrate); Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity you believe the cassock is dedicated to. If you don't spend this Focus Point by the end of this turn, it's lost. However, when you use this activation, the corruption cassock can instead cast a domain spell of the same rank from its deity. It does so only to confuse and dismay you, harming your faith." + }, + { + "name": "Cotton (1 Bulk)", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1771", + "summary": "" + }, + { + "name": "Cotton (Bale)", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1771", + "summary": "" + }, + { + "name": "Counterfeit Item (High-Grade)", + "trait": "Uncommon", + "item_category": "Services", + "item_subcategory": "Secret Society Membership Services", + "bulk": "", + "url": "/Equipment.aspx?ID=1632", + "summary": "Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police attention or dealing with the occasional mystic curse, most members would say it's separating counterfeit goods from real ones. Almost anything can be counterfeited, and counterfeiting is a major criminal enterprise with its own tricks, techniques, and intricacies. Some counterfeiters specialize in the production of adulterated coinage, while others produce beautiful legal documents with forged signatures and stolen stamps. Another class of forger produces artwork in the style of some great master, while ancient relics can be churned out by the dozen in subterranean workshops." + }, + { + "name": "Counterfeit Item (Low-Grade)", + "trait": "Uncommon", + "item_category": "Services", + "item_subcategory": "Secret Society Membership Services", + "bulk": "", + "url": "/Equipment.aspx?ID=1632", + "summary": "Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police attention or dealing with the occasional mystic curse, most members would say it's separating counterfeit goods from real ones. Almost anything can be counterfeited, and counterfeiting is a major criminal enterprise with its own tricks, techniques, and intricacies. Some counterfeiters specialize in the production of adulterated coinage, while others produce beautiful legal documents with forged signatures and stolen stamps. Another class of forger produces artwork in the style of some great master, while ancient relics can be churned out by the dozen in subterranean workshops." + }, + { + "name": "Counterfeit Item (Medium-Grade)", + "trait": "Uncommon", + "item_category": "Services", + "item_subcategory": "Secret Society Membership Services", + "bulk": "", + "url": "/Equipment.aspx?ID=1632", + "summary": "Many secret societies dabble in ancient lore and rare antiquities. If one were to ask what their greatest challenge is, instead of evading police attention or dealing with the occasional mystic curse, most members would say it's separating counterfeit goods from real ones. Almost anything can be counterfeited, and counterfeiting is a major criminal enterprise with its own tricks, techniques, and intricacies. Some counterfeiters specialize in the production of adulterated coinage, while others produce beautiful legal documents with forged signatures and stolen stamps. Another class of forger produces artwork in the style of some great master, while ancient relics can be churned out by the dozen in subterranean workshops." + }, + { + "name": "Countering Charm", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3070", + "summary": "This glittering charm is made of a gemstone flawed with a leaden inclusion. Spellcasters can cast spells into countering charms that they've invested or that are invested by a willing creature. The spell's effect doesn't occur; the spell's power is instead stored within the charm, replacing any spell previously there. The charm can hold only spells cast from spell slots, not cantrips or focus spells. While the charm is invested, the creature who has invested it knows what spell is stored within and automatically identifies that spell when it's cast.", + "activation": "Counter [reaction] (manipulate); Trigger You are targeted by or within the area of the spell stored within the charm; Requirements You have a free hand; Effect You present the charm and attempt to counteract the triggering spell, using the rank of the spell stored in the charm and a counteract modifier of +20. This expends the spell held in the charm." + }, + { + "name": "Countering Charm (Greater)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3070", + "summary": "This glittering charm is made of a gemstone flawed with a leaden inclusion. Spellcasters can cast spells into countering charms that they've invested or that are invested by a willing creature. The spell's effect doesn't occur; the spell's power is instead stored within the charm, replacing any spell previously there. The charm can hold only spells cast from spell slots, not cantrips or focus spells. While the charm is invested, the creature who has invested it knows what spell is stored within and automatically identifies that spell when it's cast.", + "activation": "Counter [reaction] (manipulate); Trigger You are targeted by or within the area of the spell stored within the charm; Requirements You have a free hand; Effect You present the charm and attempt to counteract the triggering spell, using the rank of the spell stored in the charm and a counteract modifier of +20. This expends the spell held in the charm." + }, + { + "name": "Countering Charm (Major)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3070", + "summary": "This glittering charm is made of a gemstone flawed with a leaden inclusion. Spellcasters can cast spells into countering charms that they've invested or that are invested by a willing creature. The spell's effect doesn't occur; the spell's power is instead stored within the charm, replacing any spell previously there. The charm can hold only spells cast from spell slots, not cantrips or focus spells. While the charm is invested, the creature who has invested it knows what spell is stored within and automatically identifies that spell when it's cast.", + "activation": "Counter [reaction] (manipulate); Trigger You are targeted by or within the area of the spell stored within the charm; Requirements You have a free hand; Effect You present the charm and attempt to counteract the triggering spell, using the rank of the spell stored in the charm and a counteract modifier of +20. This expends the spell held in the charm." + }, + { + "name": "Courtier's Pillow Book", + "trait": "Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2176", + "summary": "This elegant journal has a detailed social dossier on the owner's acquaintances. When you make your daily preparations, you can inscribe a secret or embarrassing foible about a specific individual that you know to be true or have on good authority.", + "activation": "free-action] (concentrate); Frequency once per day; Effect If your next action is to cast a mental spell on a target about whom you’ve written an entry in the book, you can state that secret or foible before Casting the Spell to give the target a –1 circumstance penalty to their saving throw against the spell. The inscription then disappears from the grimoire." + }, + { + "name": "Covenant Tea", + "trait": "Consumable, Enchantment, Magical, Potion, Tea, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Tea", + "bulk": "L", + "url": "/Equipment.aspx?ID=3140", + "summary": "This green tea is often steeped in a pot with a dried persimmon. Traditionally, all participants in a complex discussion start their conversation with a tea ceremony involving covenant tea, with each member of the group enjoying the covenant of the shared beverage. Some have been known to use trickery and sleight of hand to ensure only those whose goals align with the tea preparer are served covenant tea, while others in the group are served non-magical (but still delicious) green tea, thus subtly tipping the balance in discussion toward those the tea server favors. This practice has resulted in some regions referring to covenant tea as “trickery tea.” Regardless of what you prefer to call the tea, when you drink it, you gain a +1 item bonus to Diplomacy checks and to your Perception DC for 10 minutes.", + "activation": "one-action] Interact or 10 minutes (concentrate, Interact)" + }, + { + "name": "Cow", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1672", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Cowl of Keys", + "trait": "Apex, Conjuration, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2528", + "summary": "This simple, tattered cloak is a faded green and features small, stylized keys sewn throughout its length. While wearing the cloak, you fade into the shadows and gain a +3 item bonus to Stealth checks. When you invest the cloak, you either increase your Dexterity score by 2 or increase it to 18, whichever would give you a higher score.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You place your hand against a wall, floor, or ceiling. You create a magical doorway within the surface that a creature can move through, as if the door had always been there. The doorway can penetrate up to 10 feet of material; particularly thick material, such as heavy stone walls, can cause this effect to fail, expending its use for the day. You can use an Interact action on the door to remove it from the surface and return it to its previous shape." + }, + { + "name": "Coyote Cloak", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3071", + "summary": "This dusty cloak is made of mangy brown-and-gray coyote fur. You gain a +1 item bonus to Survival checks. If you critically succeed at your Survival check to Subsist, you can feed twice as many additional creatures." + }, + { + "name": "Coyote Cloak (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3071", + "summary": "This dusty cloak is made of mangy brown-and-gray coyote fur. You gain a +1 item bonus to Survival checks. If you critically succeed at your Survival check to Subsist, you can feed twice as many additional creatures." + }, + { + "name": "Crackling Bubble Gum (Greater)", + "trait": "Alchemical, Consumable, Lozenge", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1912", + "summary": "This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects." + }, + { + "name": "Crackling Bubble Gum (Lesser)", + "trait": "Alchemical, Consumable, Lozenge", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1912", + "summary": "This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects." + }, + { + "name": "Crackling Bubble Gum (Major)", + "trait": "Alchemical, Consumable, Lozenge", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1912", + "summary": "This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects." + }, + { + "name": "Crackling Bubble Gum (Moderate)", + "trait": "Alchemical, Consumable, Lozenge", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1912", + "summary": "This tangy gum cracks and pops in your mouth as you chew it. While you're chewing crackling bubble gum, for up to 10 minutes, you have an item bonus to saving throws against auditory and sonic effects." + }, + { + "name": "Cradle Minder", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1673", + "summary": "Sought after in Cheliax, the cradle minder resembles an imp. Despite rumors they were given as part of household pacts with devils, these creatures were bred from fiendish frog. Amphibious, they have leathery wings, frog-like eyes, and a forgiving temperament. They're ideal companions for children, as they tend to bond closely with one person and let out loud croaks when they become aware of danger. They require fiendish earthworms (unique feed) regularly, so ensuring you have a stable food supply is a necessity for ownership." + }, + { + "name": "Crafter's Eyepiece", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3072", + "summary": "This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional outline of an item you plan to build or repair, with helpful labels on the component parts. You gain a +1 item bonus to Crafting checks. When you Repair an item, increase the Hit Points restored to 10 + 10 per proficiency rank on a success or 15 + 15 per proficiency rank on a critical success.", + "activation": "Prototype 1 minute (manipulate); Frequency once per day; Effect You calibrate the eyepiece to have it cast a 5th-rank creation spell over the course of 1 minute to construct a temporary item." + }, + { + "name": "Crafter's Eyepiece (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3072", + "summary": "This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional outline of an item you plan to build or repair, with helpful labels on the component parts. You gain a +1 item bonus to Crafting checks. When you Repair an item, increase the Hit Points restored to 10 + 10 per proficiency rank on a success or 15 + 15 per proficiency rank on a critical success.", + "activation": "Prototype 1 minute (manipulate); Frequency once per day; Effect You calibrate the eyepiece to have it cast a 5th-rank creation spell over the course of 1 minute to construct a temporary item." + }, + { + "name": "Creeping Death", + "trait": "Alchemical, Consumable, Contact, Poison, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3717", + "summary": "Saving Throw DC 22 Fortitude; Onset 1 round; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and stunned 1 (2 rounds); Stage 2 2d6 poison damage and confused (1 round); Stage 3 2d6 poison damage and controlled (2 days); Stage 4 dead. A creature that dies while infected with creeping death immediately releases a burst of spores in a 15-foot emanation, exposing creatures in the area to creeping death. If the corpse of a creature killed by creeping death isn’t burned, it rises as the host of a cythnophorian 12 hours later.", + "activation": "two-actions] Interact" + }, + { + "name": "Cresset of Grisly Interrogation", + "trait": "Magical, Necromancy, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1726", + "summary": "This iron cresset appears as a cage-like basket with a metal bowl fitted into its base—a bowl sized perfectly to hold the severed head of a Medium or Small humanoid.", + "activation": "minute (command, Interact); Frequency three times per day; Requirements A severed head is within the cresset of grisly interrogation; Effect You pose a question to the head contained within the cresset, and it animates briefly to reply with a short answer over the course of a minute. The cresset empowers the severed head with the ability to reply even without breath, granting the head a semblance of life, calling upon the physical remains' latent memories rather than summoning back the deceased's spirit. The head must be forcefully commanded to answer with a secret Intimidation check— other attempts to query the head without attempting an Intimidation check for a result automatically fail. Once activated in this way, this activation of a cresset of grisly interrogation can't be performed again for 1 hour. The head answers the question based on the result of the secret Intimidation check against the Will DC the creature had when it was alive or DC 25, whichever is higher." + }, + { + "name": "Crimson Fulcrum Lens", + "trait": "Enchantment, Invested, Occult, Unique", + "item_category": "Other", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=942", + "summary": "Fulcrum lenses are unique magical crystals that each contain a sliver of Nhimbaloth's essence. They belong to a larger set of lenses created to manipulate or even bind the Empty Death; most of the other lenses are long lost and likely destroyed. The Haruvex family came into possession of four of the lenses, and they knew that bringing them together focused Nhimbaloth's attention in unprecedented and dangerous ways. Belcorra brought all four lenses to the Abomination Vaults with her, intending to install them in Gauntlight for her ultimate revenge upon Absalom. She also created a special receptacle called the Fulcrum Lattice to hold the lenses so that their power could be focused together. She realized the danger of keeping the fulcrum lenses too close together until the right time and spread them out among loyal groups in the Abomination Vaults' lowest levels for safekeeping.", + "activation": "two-actions] Interact; Frequency once per day; Requirement At least one glimmer remains in the Ebon Fulcrum Lens; Effect You draw upon a glimmer of Nhimbaloth's essence for power; reduce the number of glimmers remaining in the lens by 1. You're quickened for 1 minute and gain a +1 item bonus to attack rolls, saving throws, and DCs. You can use this extra action to Stride or Step, or for an action in a special ghost ability you have." + }, + { + "name": "Crimson Tome", + "trait": "Grimoire, Illusion, Rare", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3492", + "summary": "These tomes are sacred to the Red Mantis assassins, who use them to scribe their spells and record their violent deeds. The first of them were created in Rahadoum, but when the Oath Wars forced the worshippers of Achaekek to flee Rahadoum, many were identified by their crimson tomes, which were destroyed on the spot. Less than a dozen volumes survived, and the secret of creating them has been lost to history. Rumors persist of a first edition of this rare tome—an artifact version of the one presented here, but if these rumors are true, even the Red Mantis have lost track of such a treasure.", + "activation": "Achaekek's Gift [reaction] (concentrate, spellshape); Trigger You kill a creature with a spell prepared from the crimson tome; Effect The crimson tome infuses the slain creature's mortal remains and soul. If an effect attempts to restore the slain creature to life, the crimson tome immediately attempts to counteract that effect (counteract modifier +27, counteract rank 8). If the restoring effect is counteracted, you immediately learn the name, nature, and location of the creature or effect that attempted to bring the dead body back to life. You can only impart Achaekek's Gift on one creature at a time. If you use this ability on another creature, the previous creature loses Achaekek's Gift." + }, + { + "name": "Crimson Worm Repellent", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=655", + "summary": "Cave worm repellent is a highly noxious oil that can be applied to a creature or sprinkled in a circle around a 10-foot-radius area. In either case, after it is applied, it lasts for 24 hours or until it is scrubbed clean with 1 minute of work.", + "activation": "minute (Interact)" + }, + { + "name": "Crooner's Cravat", + "trait": "Invested, Magical, Unique", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3632", + "summary": "This long, silky neckcloth has the ability to be tied into a convincing semblance of an elegant evening scarf, a worker’s neck kerchief, an elaborate cravat, or any other neckwear. It also provides a boost to vocal performances, enhancing both projection and the emotive qualities of a performance. In its natural state, this item appears as a long, white silk scarf. A crooner’s cravat grants a +1 item bonus to all Performance checks, but this increases to a +2 item bonus for Performance checks to sing.", + "activation": "Influential Croon [two-actions] (auditory, emotion, linguistic); Frequency once per hour; Effect You pour emotion into your vocal performance, projecting an empathetic bond that fascinates listeners. You cast enthrall (DC 30 Will save). When you first activate Influential Croon, you can also cast subconscious suggestion on one creature within 30 feet (DC 30 Will save)." + }, + { + "name": "Crowbar", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2718", + "summary": "When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open." + }, + { + "name": "Crowbar (Levered)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2718", + "summary": "When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open." + }, + { + "name": "Crown of Insight", + "trait": "Abjuration, Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1289", + "summary": "A series of evenly spaced, unblinking tattooed eyes line your skin. When you enter an area that contains creatures within 60 feet that are unnoticed to you, the GM rolls a secret Perception check for you against the creatures' Stealth DCs. On a success, the creature becomes undetected by you, rather than unnoticed, and on a critical success, the creature becomes hidden to you. All creatures in the area are then temporarily immune to your crown of insight for 24 hours. The crown of insight doesn't help you find hidden items or traps, nor can it help you discern a creature hiding in plain sight, such as a gargoyle pretending to be an inanimate statue. Additionally, since the effect occurs when you move to enter an area that contains creatures, it doesn't detect an unnoticed creature Sneaking up on you." + }, + { + "name": "Crown of Intellect", + "trait": "Apex, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3010", + "summary": "A trio of brilliant gems have been set into this elegant golden crown. You gain a +3 item bonus to checks to Recall Knowledge, regardless of the skill. When you invest the crown, you either increase your Intelligence modifier by 1 or increase it to +4, whichever would give you a higher value. This gives you additional trained skills and languages, as normal for increasing your Intelligence modifier. You must select skills and languages the first time you invest the crown, and whenever you invest the same crown of intellect, you get the same skills and languages you chose the first time.", + "activation": "Search Your Mind [one-action] (concentrate); Frequency once per hour; Effect You gain the effects of hypercognition." + }, + { + "name": "Crown of the Companion", + "trait": "Healing, Invested, Magical, Uncommon, Vitality", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2334", + "summary": "Stories tell of a king who once loved his subjects so much he was willing to give his own life energy for them, using an object like the crown of the companion. Whether true or not, this majestic wooden crown bears elaborate carvings depicting that tale with images of a regal figure giving increasingly of themself to a throng of needy subjects. While wearing this crown, you gain a +1 item bonus to Diplomacy checks.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect You bow to an ally within 30 feet, creating a magical bond between the two of you as if you cast share life targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell’s duration, your ally recovers 4d8 Hit Points and you recover half of what they recover." + }, + { + "name": "Crown of the Fire Eater", + "trait": "Evocation, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1435", + "summary": "A wreath of flames dances around the rim of this golden crown. You gain resistance 5 to fire .", + "activation": "reaction] comman; Frequency once per day; Trigger You take fire damage; Effect You absorb some of the flame that would harm you. Increase your fire resistance from the crown from 5 to 15. Just after taking any remaining fire damage, you regain a number of Hit Points equal to 15 or the fire damage dealt by the triggering attack before damage resistance, whichever is less." + }, + { + "name": "Crown of the Fire Eater (Greater)", + "trait": "Evocation, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1435", + "summary": "The constant fire resistance is 10. When activated, the fire resistance and maximum number of Hit Points regained are each 25.", + "activation": "reaction] comman; Frequency once per day; Trigger You take fire damage; Effect You absorb some of the flame that would harm you. Increase your fire resistance from the crown from 5 to 15. Just after taking any remaining fire damage, you regain a number of Hit Points equal to 15 or the fire damage dealt by the triggering attack before damage resistance, whichever is less." + }, + { + "name": "Crown of the Fire Eater (Major)", + "trait": "Evocation, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1435", + "summary": "The constant fire resistance is 15. When activated, the fire resistance and maximum number of Hit Points regained are each 35.", + "activation": "reaction] comman; Frequency once per day; Trigger You take fire damage; Effect You absorb some of the flame that would harm you. Increase your fire resistance from the crown from 5 to 15. Just after taking any remaining fire damage, you regain a number of Hit Points equal to 15 or the fire damage dealt by the triggering attack before damage resistance, whichever is less." + }, + { + "name": "Crown of the Kobold King", + "trait": "Enchantment, Invested, Magical, Unique", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1727", + "summary": "Originally, this magical crown was to be known as the Crown of Toil—a magic item crafted by the dwarven priest named Gristogar. He intended for the crown to bolster his ability to rule and herald in a new era of a dwarven kingdom that followed the teachings of Droskar. Yet Gristogar wasn't equal to his own ambitions, and before he could complete the Crown of Toil, his cult died out and he ended his own life. For centuries, the incomplete crown lay dormant, but over that time, fragments of Gristogar's soul infused it—not enough to transform it into a truly intelligent item, but enough to give it a rudimentary need and desire to be completed.", + "activation": "minutes (envision, Interact); Frequency once per day; Effect You cast a nightmare spell." + }, + { + "name": "Crown of Witchcraft", + "trait": "Focused, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3073", + "summary": "An elegant accoutrement for a witch who has come into the higher echelons of power, a crown of witchcraft typically looks like a garland of flowering twigs, a jeweled circlet, or a tall hat of fine fabric. You gain a +1 item bonus to Intimidation checks, and if you're a witch, you gain a +2 item bonus to your patron skill.", + "activation": "Defiant Hex [free-action] (concentrate); Frequency once per day; Effect Gain 1 Focus Point, which you can spend only to cast a witch hex spell. If you don't spend this point by the end of this turn, it is lost." + }, + { + "name": "Crown of Witchcraft (Greater)", + "trait": "Focused, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3073", + "summary": "An elegant accoutrement for a witch who has come into the higher echelons of power, a crown of witchcraft typically looks like a garland of flowering twigs, a jeweled circlet, or a tall hat of fine fabric. You gain a +1 item bonus to Intimidation checks, and if you're a witch, you gain a +2 item bonus to your patron skill.", + "activation": "Defiant Hex [free-action] (concentrate); Frequency once per day; Effect Gain 1 Focus Point, which you can spend only to cast a witch hex spell. If you don't spend this point by the end of this turn, it is lost." + }, + { + "name": "Crushing", + "trait": "Magical, Necromancy, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1298", + "summary": "Weapons with this rune empower your strength, and attacks with these weapons leave your foe staggered. When you critically hit a target with this weapon, your target becomes clumsy 1 and enfeebled 1 until the end of your next turn." + }, + { + "name": "Crushing (Greater)", + "trait": "Magical, Necromancy, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1298", + "summary": "Weapons with this rune empower your strength, and attacks with these weapons leave your foe staggered. When you critically hit a target with this weapon, your target becomes clumsy 1 and enfeebled 1 until the end of your next turn." + }, + { + "name": "Crushing Bough Bracers", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3622", + "summary": "Carved from the heartwood of some impossibly large tree on the Plane of Wood or First World, crushing bough bracers enable wearers to cling to and shape plant material with ease. The pine cone designs appear to open and bare their seeds when the bracers are in especially verdant areas." + }, + { + "name": "Crushing Coils", + "trait": "Cursed, Invested, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2377", + "summary": "Made from constrictor snakeskin, the strips of this +1 leather armor wrap around you like an anaconda might wrap around its victim. The first time you roll a 1 on any attack roll or check after donning the armor, it fuses with you and constricts. It constricts anytime you roll a 1 on any attack roll or check thereafter. When the armor constricts, you're restrained for 1 round.", + "activation": "one-action] (concentrate, manipulate); Effect The armor wraps around you, allowing you to don it by the time the activation finishes." + }, + { + "name": "Crutch", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2774", + "summary": "Crutches come as singles or as a pair depending on how much support you need while walking. A crutch fits under your armpit, and you use your hand and the swing of your arm to move with them." + }, + { + "name": "Crying Angel Pendant", + "trait": "Consumable, Divine, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2967", + "summary": "When you activate this alabaster pendant, attempt to Administer First Aid using Medicine with a +1 item bonus to the check. If you succeed, and you were trying to stabilize, the target regains 1 Hit Point, losing the dying condition and becoming conscious as normal. If you succeed, and you were trying to stop bleeding, the bleeding ends.", + "activation": "two-actions] (concentrate)" + }, + { + "name": "Cryolite Eye", + "trait": "Contract, Invested, Magical, Rare", + "item_category": "Contracts", + "item_subcategory": "Bargained Contracts", + "bulk": "", + "url": "/Equipment.aspx?ID=1650", + "summary": "You tore your eye from the socket and offered it to whatever spirit would take it. In return, you received a glass eye in its place. This eye allows you to see as normal, and when you succeed at a Perception check against an illusion, you get a critical success instead. Once per day, from any distance, the entity that holds your bargained contract can overwhelm your cryolite eye with magical energy, causing images to float over your vision that inflict the dazzled condition on you for 1 minute.", + "activation": "two-actions] command; Frequency once per day; Effect You look through the glass eye sealing your bargained contract. The contract casts see invisibility affecting you." + }, + { + "name": "Cryomister (Greater)", + "trait": "Cold, Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1108", + "summary": "The area is a 15-foot burst, the Acrobatics DC is 30, and the cold splash damage is 5. The floating ice can support one Huge creature, two Large creatures, or four Medium or smaller creatures.", + "activation": "one-action] Interact" + }, + { + "name": "Cryomister (Lesser)", + "trait": "Cold, Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1108", + "summary": "The area is a 5-foot burst, the Acrobatics DC is 17, and the cold splash damage is 1. The floating ice can support one creature up to Medium size.", + "activation": "one-action] Interact" + }, + { + "name": "Cryomister (Major)", + "trait": "Cold, Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1108", + "summary": "The area is a 20-foot burst, the Acrobatics DC is 39, and the cold splash damage is 8. The floating ice can support one Gargantuan creature, two Huge creatures, four Large creatures, or eight Medium or smaller creatures. The ice can't support Gargantuan creatures larger than a 20-by-20-foot space, such as a mu spore.", + "activation": "one-action] Interact" + }, + { + "name": "Cryomister (Moderate)", + "trait": "Cold, Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1108", + "summary": "The area is a 10-foot burst, the Acrobatics DC is 21, and the cold splash damage is 3. The floating ice can support one Large creature or two Medium or smaller creatures.", + "activation": "one-action] Interact" + }, + { + "name": "Crystal Ball (Clear Quartz)", + "trait": "Magical, Scrying, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3019", + "summary": "This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a spell with the scrying trait by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target.", + "activation": "Scrying 10 minutes (concentrate, manipulate); Frequency twice per day; Effect The crystal ball casts a DC 33 scrying spell to your specifications." + }, + { + "name": "Crystal Ball (Moonstone)", + "trait": "Magical, Scrying, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3019", + "summary": "This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a spell with the scrying trait by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target.", + "activation": "Scrying 10 minutes (concentrate, manipulate); Frequency twice per day; Effect The crystal ball casts a DC 33 scrying spell to your specifications." + }, + { + "name": "Crystal Ball (Obsidian)", + "trait": "Magical, Scrying, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3019", + "summary": "This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a spell with the scrying trait by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target.", + "activation": "Scrying 10 minutes (concentrate, manipulate); Frequency twice per day; Effect The crystal ball casts a DC 33 scrying spell to your specifications." + }, + { + "name": "Crystal Ball (Peridot)", + "trait": "Magical, Scrying, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3019", + "summary": "This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a spell with the scrying trait by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target.", + "activation": "Scrying 10 minutes (concentrate, manipulate); Frequency twice per day; Effect The crystal ball casts a DC 33 scrying spell to your specifications." + }, + { + "name": "Crystal Ball (Selenite)", + "trait": "Magical, Scrying, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3019", + "summary": "This polished crystal sphere enhances scrying magic. Any visual information received through a spell with the scrying trait that was cast by the crystal ball appears within the sphere, and any auditory information sounds out from the surface of the sphere. When you cast a spell with the scrying trait by any other means while holding the sphere, you can relay any information you receive in the same way, allowing others to see or hear the target.", + "activation": "Scrying 10 minutes (concentrate, manipulate); Frequency twice per day; Effect The crystal ball casts a DC 33 scrying spell to your specifications." + }, + { + "name": "Crystal Shards (Greater)", + "trait": "Alchemical, Bomb, Consumable, Earth, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3291", + "summary": "This flask holds a pressurized red-brown gas flecked with bits of sublimated crystal. You gain the listed item bonus to attack rolls. When the bomb explodes, it deals the listed piercing damage and piercing splash damage as the mixture suddenly turns into solid crystals flying at high speeds. On a hit, the target takes 1 persistent bleed damage from the crystals embedded in its flesh. As long as the bleed damage persists, the target also takes a –5-foot penalty to its speed. The target can spend an Interact action to remove the crystals, reducing the DC to stop the bleeding.", + "activation": "one-action] Strike", + "effect": "The item bonus is +2. The bomb deals 3d4 piercing damage and 5 piercing splash damage." + }, + { + "name": "Crystal Shards (Major)", + "trait": "Alchemical, Bomb, Consumable, Earth, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3291", + "summary": "This flask holds a pressurized red-brown gas flecked with bits of sublimated crystal. You gain the listed item bonus to attack rolls. When the bomb explodes, it deals the listed piercing damage and piercing splash damage as the mixture suddenly turns into solid crystals flying at high speeds. On a hit, the target takes 1 persistent bleed damage from the crystals embedded in its flesh. As long as the bleed damage persists, the target also takes a –5-foot penalty to its speed. The target can spend an Interact action to remove the crystals, reducing the DC to stop the bleeding.", + "activation": "one-action] Strike", + "effect": "The item bonus is +3. The bomb deals 4d4 piercing damage and 6 piercing splash damage." + }, + { + "name": "Crystal Shards (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Earth, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3291", + "summary": "This flask holds a pressurized red-brown gas flecked with bits of sublimated crystal. You gain the listed item bonus to attack rolls. When the bomb explodes, it deals the listed piercing damage and piercing splash damage as the mixture suddenly turns into solid crystals flying at high speeds. On a hit, the target takes 1 persistent bleed damage from the crystals embedded in its flesh. As long as the bleed damage persists, the target also takes a –5-foot penalty to its speed. The target can spend an Interact action to remove the crystals, reducing the DC to stop the bleeding.", + "activation": "one-action] Strike", + "effect": "The item bonus is +1. The bomb deals 2d4 piercing damage and 4 piercing splash damage." + }, + { + "name": "Cube of Force", + "trait": "Evocation, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1803", + "summary": "A cube of force is an enchanted cube that measures an inch across. While made from any hard material, the sides of a cube of force are decorated so that they can be distinguished by touch.", + "activation": "two-actions] Interact; Frequency once per day; Effect You hold the cube aloft and depress one of its six faces for several seconds. The cube creates six walls around you, creating a cube 10 feet on each side centered on you (typically centered on the top of your space if you're a Medium creature). If a creature or object overlaps any of these walls, that face of the cube doesn't appear; this also means if you're Huge or larger, the activation has no effect, as your space is larger than the cube would be. The duration and effect of the six walls depends on which face of the cube you press when you Activate the cube, as seen on Table 5: Cube Effects (below). Pressing the sixth cube face with a simple Interact action Dismisses the effect; doing so isn't an activation and thus doesn't count against the cube's frequency. The walls have the AC, Hit Points, and Hardness of a wall of force." + }, + { + "name": "Cube of Nex", + "trait": "Artifact, Evocation, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1805", + "summary": "The Cube of Nex acts as a Lesser Cube of Nex except it suppresses all magic within 5 feet of it with the effects of a 10th-level antimagic field spell, instead of just one school. However, spells you cast and magic items you wield ignore the antimagic field from the Cube of Nex.", + "activation": "two-actions] Interact; Frequency once per minute; Effect A cube of force or Lesser Cube of Nex within 60 feet of you becomes inert. It can't be Activated, any current activation ends, and any constant abilities it has cease to function." + }, + { + "name": "Cube of Recall", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2189", + "summary": "This small cube has smooth matte sides. One side is black, the opposite side is white, and the other four are various shades of gray. Each side can be attuned to a location and then teleport you back to that spot in the blink of an eye.", + "activation": "three-actions] (concentrate, manipulate, teleportation); Effect While speaking a word of command and bringing the location into your mind, you push the corresponding side of the cube. You teleport to the location attuned to the side you press, within 100 feet of the attuned location, as long as that location is on the same planet. If it's not, your activation produces no effect, but the attunement remains." + }, + { + "name": "Cultist Cowl", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3443", + "summary": "The fabric of a cultist cowl is either raspy burlap, durable cotton, or fine silk, depending on the item's power (and thus the implied import of the worshipper who wears it). When a character who worships a single deity dons a cultist cowl, the cowl's colors change to match those sacred to that deity, and the deity's symbol or rune appears on the lower front of the cowl that hangs just over the chest. These colors and symbols remain until a different worshipper wears the cowl. While worn, you gain a +1 item bonus to Religion checks. You also gain a +1 item bonus to all skill checks attempted to aid a ritual by being a secondary caster.", + "activation": "two-actions] envision, command; Frequency once per hour; Effect The cowl casts crisis of faith (DC 37 Will) heightened to 7th-level to your specification." + }, + { + "name": "Cultist Cowl (Greater)", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3443", + "summary": "The fabric of a cultist cowl is either raspy burlap, durable cotton, or fine silk, depending on the item's power (and thus the implied import of the worshipper who wears it). When a character who worships a single deity dons a cultist cowl, the cowl's colors change to match those sacred to that deity, and the deity's symbol or rune appears on the lower front of the cowl that hangs just over the chest. These colors and symbols remain until a different worshipper wears the cowl. While worn, you gain a +1 item bonus to Religion checks. You also gain a +1 item bonus to all skill checks attempted to aid a ritual by being a secondary caster.", + "activation": "two-actions] envision, command; Frequency once per hour; Effect The cowl casts crisis of faith (DC 37 Will) heightened to 7th-level to your specification." + }, + { + "name": "Cultist Cowl (Major)", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3443", + "summary": "The fabric of a cultist cowl is either raspy burlap, durable cotton, or fine silk, depending on the item's power (and thus the implied import of the worshipper who wears it). When a character who worships a single deity dons a cultist cowl, the cowl's colors change to match those sacred to that deity, and the deity's symbol or rune appears on the lower front of the cowl that hangs just over the chest. These colors and symbols remain until a different worshipper wears the cowl. While worn, you gain a +1 item bonus to Religion checks. You also gain a +1 item bonus to all skill checks attempted to aid a ritual by being a secondary caster.", + "activation": "two-actions] envision, command; Frequency once per hour; Effect The cowl casts crisis of faith (DC 37 Will) heightened to 7th-level to your specification." + }, + { + "name": "Cunning", + "trait": "Divination, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=885", + "summary": "The weapon performs divination magic on the blood of your foes, granting you insight into their abilities and weaknesses. ", + "activation": "free-action] envision; Frequency once per minute; Requirements On your previous action this turn, you used this weapon to hit and damage a creature that has blood or other vital fluids; Effect You learn the secrets the weapon gleaned from the creature's blood. Attempt to Recall Knowledge about the target of the required attack, gaining an item bonus to the Recall Knowledge skill check equal to the weapon's item bonus to attack rolls from its potency rune. If the required attack was a critical hit, you also gain a +2 circumstance bonus to this check." + }, + { + "name": "Curare", + "trait": "Alchemical, Consumable, Incapacitation, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1999", + "summary": "Hunters all over Golarion favor curare, a potent paralytic derived from boiled tree bark. Saving Throw DC 25 Fortitude; Maximum Duration 6 …", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Curious Teardrop", + "trait": "Divine, Intelligent, Invested, Metal, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2612", + "summary": "A curious teardrop , despite being a sphere of liquid metal, hangs like an earring on a golden finding. The intelligent droplet is a spirited …", + "activation": "Reflect Emotions [reaction] (concentrate); Trigger You're targeted by an emotion or metal effect; Effect You receive a +4 status bonus to your saving throw against the triggering effect. Whether or not your save is successful, the teardrop attempts a counteract check at +36 to immediately reflect a copy of the effect back at the originator, targeting it using the creature's own relevant statistics but controlling the effect as if the teardrop had cast it." + }, + { + "name": "Curled Cure Gel", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Plants", + "bulk": "L", + "url": "/Equipment.aspx?ID=1659", + "summary": "Curled cure secretes a gel that gently warms the skin and stimulates healing. You can Activate the item as part of the same activity you use to Treat Wounds. If you successfully Treat Wounds, you can also reduce the value of one of the targets' clumsy, enfeebled, or stupefied conditions by 1. The target of your Treat Wounds is then temporarily immune to curled cure gel for 24 hours, whether or not your attempt to Treat Wounds was successful.", + "activation": "Treat Wounds" + }, + { + "name": "Cursed Dreamstone", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=507", + "summary": "A dreamstone is a disc-shaped object carved with imagery or words sacred to Desna—be it her religious symbol, a short prayer, or merely the shape of a single star. When you carry a dreamstone, you find it easier to fall asleep, and you gain improved effects from the resulting rest. You always fall asleep within 5 minutes of lying down with the intention of sleeping, and you require only 2 hours of sleep per day to gain the benefits of 8 hours of sleep, provided you have carried the dreamstone for at least 24 hours prior to resting. As long as you carry a dreamstone, you gain a +2 item bonus to saving throws against sleep effects.", + "activation": "one-action] Interact (metamagic); Frequency once per day; Effect If the next action you use is to Cast a Spell of 4th level or lower that has the sleep trait or is associated with dreams, the spell slot is not expended." + }, + { + "name": "Cursed Dreamstone", + "trait": "Cursed, Enchantment, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=641", + "summary": "A dreamstone can become cursed if left exposed to creatures that corrupt sleep, generate nightmares, or otherwise prey on sleeping or dreaming victims via supernatural methods. A cursed dreamstone seems to function as a normal dreamstone until the bearer falls asleep or is forced to attempt a saving throw against a sleep effect. At this point, the person carrying the cursed dreamstone must attempt a DC 26 Will save to resist the curse’s effects." + }, + { + "name": "Cursed Immaculate Instrument", + "trait": "Artifact, Cursed, Divine, Mythic, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3514", + "summary": "This object, made of silver light, takes the form of a small musical instrument, prop, or other tool associated with a specific art form. The holder of the immaculate instrument never suffers from creative blocks of any kind and their work is always insightful and skilled. A character who uses the immaculate instrument to Perform or Craft can attempt the check at mythic proficiency once per month, and as long as they possess their immaculate instrument, they treat any critical failures with these skills as failures." + }, + { + "name": "Curtain Call Cloak", + "trait": "Evocation, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1782", + "summary": "This blue velvet cloak is cut from the remains of a curtain from a destroyed theater. When worn, you gain a +2 item bonus to Performance checks while acting, orating, or singing, as the cloak makes minor motions to accentuate your performance.", + "activation": "two-actions] Interact; Frequency once per day; Effect You take a bow, spread your arms, and the cloak casts 4th-level darkness centered on a corner of your space. This darkness doesn't impede your vision. While the darkness persists, it emits noise like the applauding of a moderately sized crowd." + }, + { + "name": "Cutter", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=74", + "summary": "Space 30 feet long, 15 feet wide, 20 feet high" + }, + { + "name": "Cythbikian Staff", + "trait": "Fungus, Magical, Staff, Unique", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3612", + "summary": "The Cythbikian staff is a gnarled length of rotting wood, riddled with mold and fungal growths. Originally called the Zibikian staff in honor of its creator, the green man Zibik, with whom Ghorus communed before magically receiving this staff. Ghorus spent years using samples of the staff’s spores to invent weapons for his war against Taldor.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Cytillesh", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=630", + "summary": "Deros use cytillesh in a variety of ways, and some surface-dwellers seek out the fungus for their own use. Memories lost to cytillesh can be restored through modify memory. The save for addiction to cytillesh is DC 20, and the addiction has the virulent trait.", + "activation": "one-action] Interact" + }, + { + "name": "Cytillesh Oil", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3330", + "summary": "This thick substance is distilled from the mind-robbing cytillesh fungus, though it lacks memory-altering capabilities. Saving Throw DC 19 …", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Dagger of Eternal Sleep", + "trait": "Consumable, Magical, Necromancy, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=564", + "summary": "This tiny serrated dagger looks like a miniature sawtooth sabre. Until activated, it is too small and ornamental to function as a weapon, which might allow it to be passed off as a weapon-shaped decoration.", + "activation": "one-action] Interact; Effect You transform the dagger of eternal sleep into a +1 grievous striking dagger and Strike an unconscious target with the dagger. If you are not in an encounter or otherwise threatened and you roll a hit with your Strike, you get a critical hit instead. The damage from the Strike and the bleed from the critical specialization effect do not awaken the target, though the target becomes temporarily immune to this effect until the next time it wakes up, meaning further daggers of eternal sleep awaken it as normal. The dagger disintegrates immediately after use." + }, + { + "name": "Dancing Lamentation", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2000", + "summary": "This toxin erratically stimulates the limbs, forcing unexpected shifts in momentum. The result resembles a gangly, lurching dance. At the start of each turn, the victim takes one or more Steps in a random direction if able. This movement is forced and doesn't count against the victim's actions for the round.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Dancing Scarf", + "trait": "Invested, Magical, Visual", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3074", + "summary": "This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to Performance checks to dance.", + "activation": "Swirling Scarf [one-action] (manipulate); Requirements On your most recent action, you succeeded at a Performance check to dance; Effect You become concealed until the beginning of your next turn." + }, + { + "name": "Dancing Scarf (Greater)", + "trait": "Invested, Magical, Visual", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3074", + "summary": "This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to Performance checks to dance.", + "activation": "Swirling Scarf [one-action] (manipulate); Requirements On your most recent action, you succeeded at a Performance check to dance; Effect You become concealed until the beginning of your next turn." + }, + { + "name": "Daredevil Boots", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3075", + "summary": "These brightly colored, soft-soled boots motivate you to perform risky stunts and grant you the agility to succeed. The boots grant you a +2 item bonus to Acrobatics checks and a +1 circumstance bonus to checks to Tumble Through an enemy's space.", + "activation": "Daredevil Impulse [two-actions] (concentrate); Frequency once per day; Effect The boots cast unfettered movement on you." + }, + { + "name": "Daredevil Boots (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3075", + "summary": "These brightly colored, soft-soled boots motivate you to perform risky stunts and grant you the agility to succeed. The boots grant you a +2 item bonus to Acrobatics checks and a +1 circumstance bonus to checks to Tumble Through an enemy's space.", + "activation": "Daredevil Impulse [two-actions] (concentrate); Frequency once per day; Effect The boots cast unfettered movement on you." + }, + { + "name": "Dark Pepper Powder", + "trait": "Alchemical, Consumable, Inhaled, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=2560", + "summary": "Made from the smokebulbs that grow in Stonebreach, dark pepper is used as a common spice in dwarven cooking, but can also be an irritant in large quantities. Sacks of dark pepper are readily available in the Roundabout Market, but are less common in markets elsewhere in the city. You can toss a handful of dark pepper at an adjacent creature as an Interact action. The target must attempt a DC 16 Fortitude save to avoid coughing to the point of choking. On a failed save, the creature coughs uncontrollably, becoming flat-footed for 1 round. On a critical failure, the creature is instead flat-footed for 3 rounds.", + "activation": "one-action] Interact" + }, + { + "name": "Darkvision Elixir (Greater)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3305", + "summary": "After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for the listed duration.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Darkvision Elixir (Lesser)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3305", + "summary": "After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for the listed duration.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Darkvision Elixir (Moderate)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3305", + "summary": "After you drink this elixir, your sight becomes sharper in darkness. You gain darkvision for the listed duration.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Darkvision Scope", + "trait": "Divination, Magical", + "item_category": "Customizations", + "item_subcategory": "Scopes", + "bulk": "L", + "url": "/Equipment.aspx?ID=1212", + "summary": "These scopes, popular with snipers and other sneaky sharpshooters who ply their trade in the dead of night, incorporate clouded crystals with magical properties into their design. While relatively useless under normal lighting conditions, these crystals can help bring things into focus when used in dim light. The scope is then given an enchantment to enhance these properties for use in darkness. The scope grants you a +1 item bonus to Perception checks involving sight in areas of dim light visible through the scope (as well as in areas of darkness, if the scope has been activated).", + "activation": "one-action] Interact; Effect You gain darkvision until the beginning of your next turn, as long as you continue to look through the scope." + }, + { + "name": "Darkvision Scope (Greater)", + "trait": "Divination, Magical", + "item_category": "Customizations", + "item_subcategory": "Scopes", + "bulk": "L", + "url": "/Equipment.aspx?ID=1212", + "summary": "The item bonus is +2 and activating the scope grants greater darkvision until the beginning of your next turn, as long as you continue to look through the scope.", + "activation": "one-action] Interact; Effect You gain darkvision until the beginning of your next turn, as long as you continue to look through the scope." + }, + { + "name": "Dawnfire Beacon", + "trait": "Aura, Light, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3909", + "summary": "The warm, caring light of the sun glows from the center of this magical banner, mirroring the dawn. This magical banner exudes bright light in the banner’s aura (and dim light in an area equal to twice the banner’s aura). This effect is suppressed when you aren’t holding the banner or wielding the weapon it is affixed to." + }, + { + "name": "Dawnflower Beads", + "trait": "Divine, Healing, Intelligent, Rare, Vitality", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2394", + "summary": "Prayer beads given prolonged exposure to spiritual energies at sacred Sarenite sites can attain sapience as Dawnflower beads. Other such objects hold the spirits of Sarenite priests who dedicated themselves to their work beyond death. Dawnflower beads function as a greater shining symbol. They don’t re-attune to other deities but allow any divine spellcaster who isn’t unholy to use them, though they attempt to talk their wielder out of morally questionable acts. Dawnflower beads have the following additional activations.", + "activation": "Cast a Spell; Frequency once per day; Effect The beads cast 5th-rank vital luminance." + }, + { + "name": "Dawnlight", + "trait": "Divine, Evocation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1534", + "summary": "This shining symbol of Sarenrae depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect feather floating inside, glowing bright as a candle with the light of the goddess.", + "activation": "Cast a Spell; Frequency once per day for each spell; Effect The dawnlight casts 1st-level disrupt undead or light. The dawnlight's spell attack roll and counteract modifier are +7, and any spell with the light trait is treated as though its counteract level were 1 higher for counteracting darkness." + }, + { + "name": "Dawnlight (Greater)", + "trait": "Divine, Evocation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1534", + "summary": "This shining symbol of Sarenrae depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect feather floating inside, glowing bright as a candle with the light of the goddess.", + "activation": "Cast a Spell; Frequency once per day for each spell; Effect The dawnlight casts 1st-level disrupt undead or light. The dawnlight's spell attack roll and counteract modifier are +7, and any spell with the light trait is treated as though its counteract level were 1 higher for counteracting darkness." + }, + { + "name": "Dawnlight (Major)", + "trait": "Divine, Evocation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1534", + "summary": "This shining symbol of Sarenrae depicts the goddess with her arms held wide. In the center of the symbol is a crystal reliquary with a perfect feather floating inside, glowing bright as a candle with the light of the goddess.", + "activation": "Cast a Spell; Frequency once per day for each spell; Effect The dawnlight casts 1st-level disrupt undead or light. The dawnlight's spell attack roll and counteract modifier are +7, and any spell with the light trait is treated as though its counteract level were 1 higher for counteracting darkness." + }, + { + "name": "Dawnsilver Chunk", + "trait": "Precious, Uncommon", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2917", + "summary": "Dawnsilver is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and werecreatures. It has the same sheen as silver but a slightly lighter hue. Dawnsilver weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of dawnsilver is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of dawnsilver, but reduce the Bulk before making any further Bulk adjustments for the size of the item." + }, + { + "name": "Dawnsilver Ingot", + "trait": "Precious, Uncommon", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2917", + "summary": "Dawnsilver is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and werecreatures. It has the same sheen as silver but a slightly lighter hue. Dawnsilver weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of dawnsilver is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of dawnsilver, but reduce the Bulk before making any further Bulk adjustments for the size of the item." + }, + { + "name": "Dawnsilver Object (High-Grade)", + "trait": "Precious, Uncommon", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2917", + "summary": "Dawnsilver is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and werecreatures. It has the same sheen as silver but a slightly lighter hue. Dawnsilver weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of dawnsilver is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of dawnsilver, but reduce the Bulk before making any further Bulk adjustments for the size of the item." + }, + { + "name": "Dawnsilver Object (Standard-Grade)", + "trait": "Precious, Uncommon", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2917", + "summary": "Dawnsilver is renowned for its lightness, durability, and effectiveness against a range of creatures including devils and werecreatures. It has the same sheen as silver but a slightly lighter hue. Dawnsilver weapons and armor are treated as if they were silver for the purpose of damaging creatures with weakness to silver. A metal item made of dawnsilver is lighter than one made of iron or steel: the item's Bulk is reduced by 1 (reduced to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of this material is based on the item's normal Bulk, not its reduced Bulk for being made of dawnsilver, but reduce the Bulk before making any further Bulk adjustments for the size of the item." + }, + { + "name": "Day Goggles", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1146", + "summary": "The darkened lenses of these goggles protect sensitive eyes from bright light but make seeing in the dark more difficult. While wearing day goggles, you gain a +1 item bonus to saving throws against visual light effects. However, while wearing the goggles, you take a –2 item penalty to visual Perception checks and you treat areas of bright light as dim light and areas of dim light as darkness for the purpose of whether you can see. While this is normally a disadvantage, if you have light blindness, you aren't dazzled in bright light as long as you continue wearing the day goggles, since to your eyes, there is only dim light. You can wear the goggles around your neck or on your forehead, granting no benefits, but allowing you to move them over your eyes with a single Interact action, without having to withdraw them first." + }, + { + "name": "Daylight Vapor", + "trait": "Consumable, Divine, Inhaled, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=826", + "summary": "This heavier-than-air mist emits a soft glow. While this poison lasts, it causes its victims to shine from within with agonizing, brilliant radiance. This effect has the light trait (although the poison itself doesn't, so only the light effect can be counteracted by darkness effects). The sickened condition from daylight vapor can't be removed while the poison lasts, and when the victim enters an area of magical darkness, the poison attempts to counteract the darkness with a counteract modifier of +21. If the poison fails, it can't attempt to counteract the same darkness again.", + "activation": "one-action] Interact" + }, + { + "name": "Dazing Coil", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2968", + "summary": "This knot of copper wire reshapes itself in a new pattern every time its affixed weapon deals damage. When you activate the coil, the damaged creature must succeed at a DC 31 Will save or be stunned 1. If it critically fails, it instead becomes stunned 2.", + "activation": "free-action] (concentrate); Trigger You deal damage to an off-guard creature with the affixed weapon" + }, + { + "name": "Dazzling Rosary", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1003", + "summary": "When energy courses through these lustrous beads, they glow brightly in the sacred colors of the spellcaster's faith. A spiritual weapon empowered with this catalyst flashes with bright light when it critically Strikes a target, causing the target to be dazzled until the beginning of your next turn. The type of rosary determines the maximum spell level of spiritual weapon that can use the rosary as a catalyst.", + "activation": "Cast a Spell" + }, + { + "name": "Dazzling Rosary (Greater)", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1003", + "summary": "When energy courses through these lustrous beads, they glow brightly in the sacred colors of the spellcaster's faith. A spiritual weapon empowered with this catalyst flashes with bright light when it critically Strikes a target, causing the target to be dazzled until the beginning of your next turn. The type of rosary determines the maximum spell level of spiritual weapon that can use the rosary as a catalyst.", + "activation": "Cast a Spell" + }, + { + "name": "Deadlock Mint", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=2021", + "summary": "Deadlock mint is a species of mint with small, green flowers, said to grow on battlefields where the opposing sides were equally matched. Sprigs of the flowers blow gently in a breeze of their own creation. If you cast mystic armor using deadlock mint, you release a small blast of concussive air in an emanation of a size that depends on the catalyst’s type. Unattended objects up to a certain Bulk limit are pushed away from you. Large or smaller creatures must succeed at a Fortitude save equal to your spell save DC or be pushed the same distance away from you.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Deadlock Mint (Greater)", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=2021", + "summary": "Deadlock mint is a species of mint with small, green flowers, said to grow on battlefields where the opposing sides were equally matched. Sprigs of the flowers blow gently in a breeze of their own creation. If you cast mystic armor using deadlock mint, you release a small blast of concussive air in an emanation of a size that depends on the catalyst’s type. Unattended objects up to a certain Bulk limit are pushed away from you. Large or smaller creatures must succeed at a Fortitude save equal to your spell save DC or be pushed the same distance away from you.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Deadly Slashing Claws", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3188", + "summary": "Sharp claws have been grafted to your hands or feet, perhaps extending from your knuckles or the tips of your toes. You gain a claw unarmed attack that deals 1d4 slashing damage. These claws are in the brawling group and have the agile and finesse traits." + }, + { + "name": "Deadweight Mutagen (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1961", + "summary": "The bonus is +3, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to two sizes larger than you.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Deadweight Mutagen (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1961", + "summary": "Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Deadweight Mutagen (Major)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1961", + "summary": "The bonus is +4, and the duration is 1 hour. You can attempt to Shove or Trip creatures up to three sizes larger than you.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Deadweight Mutagen (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1961", + "summary": "Your joints loosen and bones thicken, making your body incredibly weighty and difficult to maneuver around.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Deadweight Snare", + "trait": "Consumable, Kobold, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3368", + "summary": "This snare is made of magnetized weights and heavy ropes rigged to a trip wire or pressure plate. When a creature enters the square, the magnets and ropes deploy, weighing down the creature's weapons and limbs. The creature must attempt a DC 18 Reflex save." + }, + { + "name": "Deafening Music Box", + "trait": "Auditory, Evocation, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=813", + "summary": "Symbols of musical notes decorate this gold-framed wooden cube measuring just under 1 foot by 1 foot. A funnel-shaped trumpet protrudes from the box's top at an angle, though it feels surprisingly light. The box has a large button on its side, and it must be set down on a flat surface in order to activate it; while it's activated, the rumbling and churning gears inside the box make it impossible to carry without dropping it.", + "activation": "one-action] Interact; Effect You press the button on the side of the music box, causing it to erupt with a cacophonous and discordant melody for 1 minute while it plays its entire melody, and it can't be shut off prematurely. The music is so loud that any creature within 60 feet must succeed at a DC 24 Fortitude save or become deafened for as long as they remain within 60 feet of the music box, and for 1 minute thereafter. On a critical success, a creature need not make any more saves and is temporarily immune to the deafening music box for the next 24 hours; on a success, the creature must attempt a new save each round it remains within 60 feet of the music box." + }, + { + "name": "Death Coil", + "trait": "Consumable, Electricity, Mechanical, Rare, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1125", + "summary": "This modified Stasian coil of metal and glass stands about three feet tall. It activates when at least three creatures are within 20 feet of it, or if at least one creature stays within 20 feet of it for more than 1 round. It then lashes out with a torrent of electrical energy dealing 7d12 electricity damage to all creatures within 20 feet of it. Due to the fact that it doesn't trigger immediately when a creature enters its square, abilities like Surprise Snare don't work with a death coil. Creatures within that area must attempt a DC 43 Fortitude saving throw." + }, + { + "name": "Deathcap Powder", + "trait": "Alchemical, Consumable, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3331", + "summary": "The toxic deathcap mushroom can be dried, ground, and treated to form a flavorless powder with accelerated effects. Saving Throw DC 33 Fortitude; …", + "activation": "one-action] (manipulate)" + }, + { + "name": "Deathdrinking", + "trait": "Magical, Necromancy, Rare", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1762", + "summary": "A weapon etched with a deathdrinking rune shimmers with dark purple energy. When held by a living creature, the weapon causes twinges of hunger to manifest.", + "activation": "reaction] envision; Frequency once per day; Trigger you kill or destroy a creature with the deathdrinking weapon; Effect If the creature you killed was living, you gain a +1 item bonus to attack and damage rolls for 10 minutes. If the creature you destroyed was undead, you gain a number of temporary HP equal to twice your level for 10 minutes." + }, + { + "name": "Deathless", + "trait": "Healing, Magical, Necromancy, Uncommon", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1238", + "summary": "PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin", + "activation": "reaction] envision; Frequency once per day; Trigger You gain the doomed or wounded condition; Effect You reduce the value of the triggering condition by 1." + }, + { + "name": "Deathless Light", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1452", + "summary": "This glowing piece of flesh increases the spell level of a spell with the light trait by 1 (maximum 7) when determining whether the spell's light will shine in magical darkness or counteract a darkness spell.", + "activation": "one-action] envision" + }, + { + "name": "Deathstalk Mushroom", + "trait": "Alchemical, Consumable, Ingested, Poison, Rare, Virulent", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3703", + "summary": "Deathstalk mushrooms that have been alchemically treated into this poison cause those who succumb to suffer horrific hallucinations in which everyone around them distorts into demonic shapes shortly before their own bodies begin to break down and melt from within. Creatures with the fungus trait are immune to this poison and often find the flavor of a deathstalk mushroom to be rather pleasant.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Decanter of Endless Water", + "trait": "Conjuration, Magical, Water", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=254", + "summary": "This item looks like an ordinary glass flask full of water. The stopper can’t be removed unless you speak one of the item’s three command words, each of which causes water to pour forth in a different way. Pulling the stopper straight out creates fresh water, and rotating it as you pull creates salt water. Any effect of the decanter lasts until the decanter is plugged (with its own stopper, a finger, or the like).", + "activation": "one-action] command, Interact; Effect Speaking “geyser,” you cause a powerful deluge of water to erupt at a rate of 15 gallons per round. You can direct the stream at a creature, subjecting it to the effects of hydraulic push (spell attack roll +15). You can repeat this once per round as long as the geyser continues, spending an Interact action to direct the geyser each time." + }, + { + "name": "Decaying", + "trait": "Acid, Magical, Void", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2835", + "summary": "Eerie waves of purplish energy dance across the surface of a weapon etched with this rune. When you hit with the weapon, add 1d4 void damage to the damage dealt. In addition, on a critical hit, the target takes 2d4 persistent void damage; if the target has a shield raised, the shield takes the same amount of persistent damage (its wielder rolls the flat check to see if the persistent damage ends, or the GM rolls if the shield is no longer in someone's possession). Unlike normal void damage, the void damage from a decaying rune damages objects, constructs, and the like by eroding them away." + }, + { + "name": "Decaying (Greater)", + "trait": "Acid, Magical, Void", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2835", + "summary": "Eerie waves of purplish energy dance across the surface of a weapon etched with this rune. When you hit with the weapon, add 1d4 void damage to the damage dealt. In addition, on a critical hit, the target takes 2d4 persistent void damage; if the target has a shield raised, the shield takes the same amount of persistent damage (its wielder rolls the flat check to see if the persistent damage ends, or the GM rolls if the shield is no longer in someone's possession). Unlike normal void damage, the void damage from a decaying rune damages objects, constructs, and the like by eroding them away." + }, + { + "name": "Deck of Harrowed Tales", + "trait": "Artifact, Conjuration, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2497", + "summary": "The Deck of Harrowed Tales is a unique deck connected to a unique demiplane known as the Harrowed Realm. ", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect If on a plane other than the Harrowed Realm, the deck creates a gate to the Harrowed Realm." + }, + { + "name": "Deck of Illusions", + "trait": "Illusion, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1052", + "summary": "This set of 34 parchment cards usually comes in a velvet bag or simple leather wrap. Each card depicts a different creature, monster, or other being that, when the deck is activated, immediately appears as a believable, life-size illusion. You can look at the card's artwork, but no magical effect takes place until you Activate the deck, shuffling and drawing randomly.", + "activation": "one-action] envision, Interact; Effect You draw a card, chosen randomly from the remaining cards in the deck, and throw it to the ground to create an illusion of the creature depicted. The image is an illusory creature, except it has a range of only 30 feet from where the card was thrown and the illusion lasts until destroyed or until anyone moves or damages the card. The creature takes its actions once on your turn if you're within 60 feet of the card and Sustain the Activation. The illusion ends if you don't Sustain it, or if you activate a new card from the deck." + }, + { + "name": "Deck of Many Things", + "trait": "Artifact, Magical, Rare, Transmutation", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=610", + "summary": "These 22 cards of heavy vellum, usually stored in a box or a pouch, bear images or glyphs depicting symbols of magical power. Looking at a card without activating it shows the card face but has no magical effect. Once the deck is face down, the cards randomize themselves—if you look at the top card multiple times, you may find it changes. Any card removed from the deck goes missing after a few seconds, reappearing in the deck.", + "activation": "one-action] envision, Interact; Effect You declare how many cards you will draw facedown from the deck, then draw your first card. The card takes effect immediately. Any further cards must be drawn within the next hour, and any card you don’t voluntarily draw flits off the deck and affects you anyway. You can never activate the same deck of many things again. Once a card is drawn, it produces its effect immediately and then disappears back into the deck, which immediately shuffles itself. (The Dullard and Jester are exceptions, as described in their entries below.) The effects of each card are as follows." + }, + { + "name": "Deck of Mischief", + "trait": "Illusion, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1053", + "summary": "This deck of 54 cards appears nearly identical to standard playing cards. Comprised of four thematic suits of 13 cards each, as well as two wildcards, the deck of mischief is a favorite of scoundrels who prefer not to leave their games to chance—or to at least nudge the odds in their favor. If you know how to activate the deck, you can illusorily transform the ace and face cards into other cards in the deck.", + "activation": "one-action] envision, Interact; Effect You learn which of the ace and face cards are still in the deck. You can then swap the apparent face of an ace or face card in your hand (if you have any) with the face of one still in the deck. A creature who Seeks or touches the card can attempt to disbelieve this illusion (Perception DC 20)." + }, + { + "name": "Defiled Costa", + "trait": "Catalyst, Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1793", + "summary": "This still-bloody rib was taken from a priest of Urgathoa at the moment they passed into undeath and has a constant stench of decay. The first time any creature critically fails its saving throw against a mask of terror spell cast using this catalyst, it also takes 6d10 mental damage, with a basic Fortitude save against the spell's DC, as it lives through the memory of having its rib torn from its body. Once any creature takes this damage, the defiled costa's effect ends, and no other creatures take the damage, even if they critically fail.", + "activation": "one-action] envision" + }, + { + "name": "Defiled Costa (Greater)", + "trait": "Catalyst, Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1793", + "summary": "This still-bloody rib was taken from a priest of Urgathoa at the moment they passed into undeath and has a constant stench of decay. The first time any creature critically fails its saving throw against a mask of terror spell cast using this catalyst, it also takes 6d10 mental damage, with a basic Fortitude save against the spell's DC, as it lives through the memory of having its rib torn from its body. Once any creature takes this damage, the defiled costa's effect ends, and no other creatures take the damage, even if they critically fail.", + "activation": "one-action] envision" + }, + { + "name": "Delve Scale", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1913", + "summary": "If fried, cast-off scales of a benthic worm render into crunchy snacks. Alchemists add reagents to the frying oil to enhance the scales’ properties and flavor. For 1 minute after eating a delve scale, you gain a burrow Speed of 15 feet and a +2 item bonus to Athletics checks to High Jump or Long Jump.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Demilich Eye Gem", + "trait": "Arcane, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=489", + "summary": "This glowing gem is harvested from a demilich and has an 8th-level spell magically bonded to it. This item has the traits of the spell it contains. ", + "activation": "command, Interact; Frequency once per day; Effect The gem casts the 8th-level spell it contains. This activation uses the same number of actions as Casting the Spell. Once the spell is cast, the gem's glow fades, but returns 24 hours later, when the spell can be used once again." + }, + { + "name": "Demolishing", + "trait": "Evocation, Magical, Rare", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1464", + "summary": "A demolishing weapon is made to destroy constructs. Damage inflicted on a construct with a demolishing weapon continues to spread throughout the creature—cracks form, linkages fail, surfaces erode—and otherwise dismantle its body. When you damage a construct using a demolishing weapon, you deal an extra 1d6 persistent force damage. On a critical hit, you deal an extra 1d12 persistent force damage instead." + }, + { + "name": "Demolition Fulu (Greater)", + "trait": "Consumable, Fulu, Magical", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2030", + "summary": "A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it's affixed to by an amount equal to the fulu's level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a Stealth DC to detect it and Thievery DC to disable it according to its type." + }, + { + "name": "Demolition Fulu (Lesser)", + "trait": "Consumable, Fulu, Magical", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2030", + "summary": "A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it's affixed to by an amount equal to the fulu's level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a Stealth DC to detect it and Thievery DC to disable it according to its type." + }, + { + "name": "Demolition Fulu (Moderate)", + "trait": "Consumable, Fulu, Magical", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2030", + "summary": "A demolition fulu allows a saboteur or excavator to be far away from the scene when demolition happens. The fulu crumbles to ash over 5 minutes to 8 hours, as you determine when you place the fulu. Once the duration ends, the fulu lowers the Hardness of the object it's affixed to by an amount equal to the fulu's level and then deals the listed damage to the object. A demolition fulu serves as a hazard with a Stealth DC to detect it and Thievery DC to disable it according to its type." + }, + { + "name": "Demon Dust", + "trait": "Alchemical, Consumable, Drug, Inhaled, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1495", + "summary": "This highly addictive drug is produced from the crushed bones of demons. Demon dust strengthens the inhaler's body for acts requiring great physical stamina. While the drug is in effect, users typically experience some form of memory loss. Others claim to have experienced hallucinations, flashbacks, and confusion for a few hours after the drug wears off.", + "activation": "one-action] Interact" + }, + { + "name": "Demon Mask", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3076", + "summary": "This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to Intimidation checks.", + "activation": "Leering Mask [two-actions] (manipulate); Frequency once per day; Effect The mask casts a fear spell with a DC of 20." + }, + { + "name": "Demon Mask (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3076", + "summary": "This terrifying mask is crafted in the visage of a leering demon and grants a +1 item bonus to Intimidation checks.", + "activation": "Leering Mask [two-actions] (manipulate); Frequency once per day; Effect The mask casts a fear spell with a DC of 20." + }, + { + "name": "Demon's Knot", + "trait": "Artifact, Cursed, Enchantment, Evil, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2674", + "summary": "The demon Kaivirris is housed in the magnificent ruby that serves as the centerpiece of this beautiful, gold-plated, cold iron pendant necklace. Creatures within 30 feet of the demon's knot feel a subtle urge to acquire the necklace and take a –1 status penalty to Will saves.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect The demon's knot casts chilling darkness." + }, + { + "name": "Demon-Hunting Bands", + "trait": "Consumable, Divine, Holy, Rare, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=3540", + "summary": "These strips of supple leather, typically about 2 inches wide and 3 feet long, feature sigils, runes, and divine marks that reflect family lineage and beliefs in the old gods of Sarkoris. When activated, the band’s holy patterns surround you as you move, preventing your movement from triggering reactions from demons. The holy patterns scour nearby demons; any demons you pass adjacent to during the triggering movement take damage equal to their weakness to holy effects. You can activate the bands when you Burrow, Climb, Fly, or Swim (instead of Stride) if you have the corresponding movement type.", + "activation": "free-action] (concentrate); Trigger You Stride" + }, + { + "name": "Demortification Oil", + "trait": "Consumable, Magical, Necromancy, Oil, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3444", + "summary": "This foul-smelling oil has the appearance and odor of the greasy, thick fluids that seep from a decaying body. When you spread this oil on an intact corpse that has been dead no longer than 1 week, its decay fades and the corpse is restored to the condition it was just after death. Demortification oil can't undo damage done to a corpse after death, such as consumption by scavengers. Applied to a non-incorporeal undead, a dose of demortification oil grants the undead creature a +1 item bonus to Armor Class for 1 hour.", + "activation": "one-action] Interact" + }, + { + "name": "Deployable Cover", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1098", + "summary": "This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a baton- like shape, and clamped shut. You can rapidly deploy it on the ground with an Interact action to create cover. Deployable cover completely blocks one edge of the chosen square, allowing you (and others) to gain standard cover when you use the Take Cover action. Before it can be used again, deployable cover must be carefully folded and clamped shut, which takes 1 minute." + }, + { + "name": "Deployable Cover (Ballistic Cover)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1098", + "summary": "This thick mat of canvas, foliage, and wood is mounted on a tripod of flexible metal struts, folded into a baton- like shape, and clamped shut. You can rapidly deploy it on the ground with an Interact action to create cover. Deployable cover completely blocks one edge of the chosen square, allowing you (and others) to gain standard cover when you use the Take Cover action. Before it can be used again, deployable cover must be carefully folded and clamped shut, which takes 1 minute." + }, + { + "name": "Depth Charge (I)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2048", + "summary": "Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water." + }, + { + "name": "Depth Charge (II)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2048", + "summary": "Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water." + }, + { + "name": "Depth Charge (III)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2048", + "summary": "Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water." + }, + { + "name": "Depth Charge (IV)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2048", + "summary": "Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water." + }, + { + "name": "Depth Charge (V)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2048", + "summary": "Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water." + }, + { + "name": "Depth Charge (VI)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2048", + "summary": "Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water." + }, + { + "name": "Depth Charge (VII)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2048", + "summary": "Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing bludgeoning damage in a 20-foot burst (basic Fortitude save) according to its type. This burst doesn't extend out of the water." + }, + { + "name": "Depth Gauge", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=866", + "summary": "This simple tool consists of a small iron weight attached to a thin rope that is marked at regular intervals (typically every foot). It can be used to measure the depth of a hole or body of water by dropping the weight down into unknown depths and counting the markings on the rope. It can also be used as a plumb bob." + }, + { + "name": "Desiccating Scepter", + "trait": "Magical, Necromancy, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2519", + "summary": "Often wielded by priests of cruel desert gods, this thin scepter is carved from dry, yellowed bone and can destroy the moisture in anything it touches.", + "activation": "one-action] Interact; Frequency twice per day; Effect You touch the scepter to a body of water containing 20 gallons or less, which is instantly reduced to dust; larger bodies of water are unaffected. Alternatively, you can touch a creature whose body contains water with the scepter; the target takes 4d6 fire damage and must attempt a DC 19 Fortitude save." + }, + { + "name": "Desolation Locket", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2228", + "summary": "The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast canticle of everlasting grief." + }, + { + "name": "Desolation Locket (Greater)", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2228", + "summary": "The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast canticle of everlasting grief." + }, + { + "name": "Desolation Locket (Major)", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2228", + "summary": "The surface of this golden, heart-shaped locket is nearly worn through with cracks. If opened, it reveals a portrait of someone the bearer loved dearly and has lost. The spell DC of any spell cast by activating this item is 24.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast canticle of everlasting grief." + }, + { + "name": "Detect Anathema Fulu", + "trait": "Abjuration, Consumable, Fulu, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=972", + "summary": "Given to undisciplined acolytes at risk of breaking their vows, this fulu activates on its own if its wearer begins to perform an act anathema to a specific deity or cause, decided at the time of crafting. The fulu heats up when activated, giving you enough warning to correct your actions; if you proceed, the fulu immolates in a burst of flame. This deals 4d6 fire damage and brands your skin until you receive an appropriate atone ritual. Either way, activating the fulu consumes it." + }, + { + "name": "Detective's Kit", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2719", + "summary": "This leather satchel contains empty vials, a pair of tweezers, a supply of small linen cloths, a set of brass calipers and a knotted string for measuring distances, several pieces of chalk, a pen, and a blank notebook for keeping notes. Every component of a detective's kit is of exceeding quality, and thus a detective's kit adds a +1 item bonus to checks to investigate a crime scene, a clue, or similar details. Like other tool kits, a detective's kit uses one hand if wearing the kit and two hands otherwise." + }, + { + "name": "Detector Stone", + "trait": "Divination, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1570", + "summary": "During their journeys across the Gravelands, the Knights of Lastwall found several smoky, gemstone-like objects that knights refer to as detector stones. Some of the knights' Magaambyan allies believe the stones are aeon stones corrupted by the same energies that corrupted the Gravelands, though they don't display the characteristic orbiting behavior of aeon stones when invested. Despite the controversy, many knights use the stones for their ability to detect the presence of undead.", + "activation": "one-action] envision; Frequency once per minute; Effect You channel your life-force into the stone, empowering it temporarily. The stone can detect undead within 60 feet of you, rather than 30 feet, until the end of your turn. Undead hiding or disguising themselves must make an additional Deception or Stealth check to remain disguised or hidden from the activation, and the DC of the check is 23 rather than 20." + }, + { + "name": "Deteriorating Dust", + "trait": "Consumable, Evocation, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=565", + "summary": "Contained in a specially enchanted small leather or hide sack, deteriorating dust is a potent caustic agent and a prized item among Rovagug’s more discreet followers.", + "activation": "two-actions] Interact; Effect You sprinkle the deteriorating dust over an unattended Medium or smaller object. The dust quickly fades to a transparent color and the object immediately begins to rust, melt, or otherwise fall apart. For the listed time, the object takes constant damage; if the object has a Hardness, then the dust gradually reduces the object’s Hardness instead. If the deteriorating dust is still active after the object’s Hardness is reduced to 0, it deals damage to the object as previously described. If the object survives, reduced Hardness returns after the dust’s duration expires, but any damage remains." + }, + { + "name": "Detonating Gears Snare", + "trait": "Auditory, Clockwork, Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1126", + "summary": "This snare uses clockwork stressed almost to the breaking point, which activates with a powerful explosion that deals 3d8 piercing damage to the first creature entering the snare's square. The creature must attempt a DC 19 Reflex saving throw." + }, + { + "name": "Devil's Breath Incense", + "trait": "Abjuration, Consumable, Divine, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3445", + "summary": "This 6-inch-long stick of gray-green incense has an unsettling, oily look to it. When burned, a stick of devil's breath incense emits a brimstone-like stink and burns for 10 minutes. Varisian tales claim the stink of this incense closely matches the odor of the breath of the Sandpoint Devil, although it doesn't come close to the full stink of its flaming exhalations. A creature within 10 feet of a stick of burning devil's breath incense must succeed at a DC 23 Fortitude save or become sickened 1 (sickened 2 on a critical failure), after which they're temporarily immune to the incense for 1 hour.", + "activation": "one-action] Interact" + }, + { + "name": "Devil's Luck", + "trait": "Contract, Enchantment, Fortune, Invested, Magical, Rare", + "item_category": "Contracts", + "item_subcategory": "Infernal Contracts", + "bulk": "", + "url": "/Equipment.aspx?ID=931", + "summary": "You've bargained with an imp, one of the least powerful devils, for a fragment of infernal luck. Benefit Once per day, you can roll a saving …" + }, + { + "name": "Devoted Vestments", + "trait": "Divine, Focused, Invested", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3077", + "summary": "These vestments are made of panels showing various scenes from the legends of a particular deity. It serves as a religious symbol of that deity, and you gain a +2 item bonus to Religion checks. When you cast harm or heal, healing granted to followers of that deity is increased by the rank of the spell.", + "activation": "Domain Devotion [free-action] (concentrate); Frequency once per day; Effect Gain 1 Focus Point, which you can spend only to cast a cleric domain spell for a domain belonging to the deity the vestments are dedicated to. If you don't spend this point by the end of this turn, it is lost." + }, + { + "name": "Digly's Oil of Sympathy (Greater)", + "trait": "Consumable, Healing, Magical, Oil, Rare", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=3586", + "summary": "This thick, red liquid has a pungent—but not unpleasant—smell. You pour the oil onto a weapon when activating it. If the weapon has damaged a creature within the last 10 minutes, the most recent creature damaged by the weapon regains the listed number of Hit Points. The creature is then temporarily immune to Digly's oil of sympathy for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Digly's Oil of Sympathy (Lesser)", + "trait": "Consumable, Healing, Magical, Oil, Rare", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=3586", + "summary": "This thick, red liquid has a pungent—but not unpleasant—smell. You pour the oil onto a weapon when activating it. If the weapon has damaged a creature within the last 10 minutes, the most recent creature damaged by the weapon regains the listed number of Hit Points. The creature is then temporarily immune to Digly's oil of sympathy for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Digly's Oil of Sympathy (Major)", + "trait": "Consumable, Healing, Magical, Oil, Rare", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=3586", + "summary": "This thick, red liquid has a pungent—but not unpleasant—smell. You pour the oil onto a weapon when activating it. If the weapon has damaged a creature within the last 10 minutes, the most recent creature damaged by the weapon regains the listed number of Hit Points. The creature is then temporarily immune to Digly's oil of sympathy for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Digly's Oil of Sympathy (Minor)", + "trait": "Consumable, Healing, Magical, Oil, Rare", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=3586", + "summary": "This thick, red liquid has a pungent—but not unpleasant—smell. You pour the oil onto a weapon when activating it. If the weapon has damaged a creature within the last 10 minutes, the most recent creature damaged by the weapon regains the listed number of Hit Points. The creature is then temporarily immune to Digly's oil of sympathy for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Digly's Oil of Sympathy (Moderate)", + "trait": "Consumable, Healing, Magical, Oil, Rare", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=3586", + "summary": "This thick, red liquid has a pungent—but not unpleasant—smell. You pour the oil onto a weapon when activating it. If the weapon has damaged a creature within the last 10 minutes, the most recent creature damaged by the weapon regains the listed number of Hit Points. The creature is then temporarily immune to Digly's oil of sympathy for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Diluted Hype", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=780", + "summary": "A synthetic adrenaline supplement that increases awareness and reaction time. Diluted hype has been mixed with saltwater to allow for cheaper mass production.", + "activation": "one-action] Interact" + }, + { + "name": "Dimension Shot", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2049", + "summary": "Dimension shot is deep blue black, but motes of light play upon it like stars in the night sky. The activated ammunition allows you to teleport to a location near where the ammunition hits. If you hit a creature, you can teleport to an unoccupied space adjacent to that creature. If you fire at a square, you can teleport to a space that contains that square or an unoccupied space adjacent to it. The teleportation fails if no unoccupied space is available to you.", + "activation": "two-actions] (concentrate)" + }, + { + "name": "Dimensional Cleavestone", + "trait": "Consumable, Magical, Uncommon, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3879", + "summary": "The edges of this irregular hunk of obsidian seem to shimmer. While wielding a weapon under the effect of a dimensional cleavestone, you gain the Tear Rift action for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Dimensional Knot", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1004", + "summary": "Shelynites originally crafted this complex knot of vibrant string for bracelets meant to tie the destinies of two people together. Now, however, spellcasters of all religions use them to enhance their capacity with teleportation magic. Adding this catalyst to a 4th-level dimension door spell allows you to bring a single willing adjacent creature along with you; however, the teleportation is somewhat disorienting for them, causing them to become stunned 1.", + "activation": "Cast a Spell" + }, + { + "name": "Dinosaur", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1674", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Dinosaur Boots", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=1299", + "summary": "The tough, scaled leather of these heavy boots comes from a mighty dinosaur, granting you the steadiness of a lumbering beast. Any time an action or effect would cause you to make a forced movement, roll a DC 17 flat check. On a success, the forced movement fails to affect you.", + "activation": "one-action] command (magical, morph, transmutation); Frequency once per day; Effect You grow, gaining the effects of enlarge for 1 minute. During that time, you gain dinosaur features; your legs and feet transform into a dinosaur's. You gain a foot unarmed attack that has the same statistics as your fist unarmed attack, except its damage die is increased from 1d4 to 1d6. Once during the duration, you can use the Trample 3-action activity to Trample creatures one size smaller than you or smaller. This deals an amount of damage to each creature equal to that of your foot unarmed attack (including any extra weapon damage dice, bonuses, or additional damage as normal), with a DC 27 basic Reflex save. You can Dismiss the activation." + }, + { + "name": "Dinosaur Boots (Greater)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=1299", + "summary": "The tough, scaled leather of these heavy boots comes from a mighty dinosaur, granting you the steadiness of a lumbering beast. Any time an action or effect would cause you to make a forced movement, roll a DC 17 flat check. On a success, the forced movement fails to affect you.", + "activation": "one-action] command (magical, morph, transmutation); Frequency once per day; Effect You grow, gaining the effects of enlarge for 1 minute. During that time, you gain dinosaur features; your legs and feet transform into a dinosaur's. You gain a foot unarmed attack that has the same statistics as your fist unarmed attack, except its damage die is increased from 1d4 to 1d6. Once during the duration, you can use the Trample 3-action activity to Trample creatures one size smaller than you or smaller. This deals an amount of damage to each creature equal to that of your foot unarmed attack (including any extra weapon damage dice, bonuses, or additional damage as normal), with a DC 27 basic Reflex save. You can Dismiss the activation." + }, + { + "name": "Diplomat's Badge", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3078", + "summary": "When displayed prominently, this brass badge makes creatures find you more agreeable. You gain a +1 item bonus to Diplomacy checks. ", + "activation": "Diplomat's Bearing [one-action] (concentrate); Frequency once per day; Effect Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non- human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge's bonus increases to +2 for Diplomacy checks with creatures of that group for the rest of the day." + }, + { + "name": "Diplomat's Charcuterie", + "trait": "Alchemical, Consumable, Processed", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1914", + "summary": "A common sight at political gatherings, a diplomat's charcuterie has fine meats, cheeses, nuts, fruits, and other finger foods mixed with reagents to engender friendly feelings between those consuming them. Contents of the plate vary by chef and the intended palates, from the hearty sausages and hard cheese of charcuterie from the Lands of the Linnorm Kings to the hot-pepper cheese curds and smoked almonds of Thuvian platters. After Activating the charcuterie by eating it, you gain a +1 item bonus to Diplomacy checks to Make an Impression and Perception checks to Sense Motive. These bonuses last 24 hours or until you make your next daily preparations, whichever comes first.", + "activation": "minutes (manipulate)" + }, + { + "name": "Dirt Sea In A Jar", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3685", + "summary": "This small jar of dark sand swirls intensely as you peer into it, evoking the dangerous beauty of the Dirt Sea. ", + "activation": "one-action] or [two-actions] (manipulate); Frequency once per day; Effect You pour the contents of the jar onto unworked ground. If you activate this item with one action, you pour the sand into one or two 5-foot squares adjacent to you. If you activate this item with two actions, the sand spreads across a 15-foot cone. The affected space turns into quicksand. Creatures already in the area can Step out of the area as a reaction. The quicksand doesn’t inflict lasting damage to most surfaces or nearby architecture, though a feature surrounded by the quicksand might sink or settle naturally. This terrain lasts for 1 day or until the effect is Dismissed, causing the sand to reappear in the jar." + }, + { + "name": "Dischoran Rubble", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3258", + "summary": "Rock fragments exposed to any dischoran'ssonic blasts can sometimes retain a portion of the attack's energy, trembling slightly whenever they are touched. When you cast noise blast using a piece of dischoran rubble, the cacophony reverberates through the targets' forms for 1 round. If a creature that failed or critically failed its initial saving throw moves 10 feet or more on their next turn, it takes 2d10 additional sonic damage.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Discord Fulu", + "trait": "Consumable, Fulu, Magical, Misfortune", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2031", + "summary": "Incorporating green in its writing, a discord fulu is a popular but unethical tool often deployed on romantic rivals to foil their advances. While the fulu is affixed to it, a creature treats its attitude toward other creatures as one step worse than it is. The creature also takes a –1 status penalty to Diplomacy checks. The first failure the creature rolls on a Diplomacy check becomes a critical failure instead, and the fulu turns to ash, ending its effect." + }, + { + "name": "Disguise Kit", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2720", + "summary": "This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it." + }, + { + "name": "Disguise Kit (Elite Cosmetics)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2720", + "summary": "This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it." + }, + { + "name": "Disguise Kit (Elite)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2720", + "summary": "This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it." + }, + { + "name": "Disguise Kit (Replacement Cosmetics)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2720", + "summary": "This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit. You can draw and replace a worn disguise kit as part of the action that uses it." + }, + { + "name": "Disintegration Bolt", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3392", + "summary": "The shaft of this bolt is scorched and blackened, and handling it coats your fingers with a fine black powder. When an activated disintegration bolt hits a target, it's subject to a disintegrate spell requiring a DC 34 Fortitude save. As with the spell, a critical hit on the attack roll causes the target's saving throw outcome to be one degree worse.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Dispelling Sliver", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2969", + "summary": "Made from a treated sliver of cold iron, this talisman allows you to counteract magical effects. When you activate the dispelling sliver, it attempts to counteract a single spell active on the target (counteract modifier +29), with the effects of an 8th-rank dispel magic spell.", + "activation": "free-action] (concentrate); Trigger Your Strike damages a target" + }, + { + "name": "Dispersing Bullet", + "trait": "Consumable, Evocation, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1019", + "summary": "The metals used to forge this lead shot were taken from a variety of continents and barely stay together. When an activated dispersing bullet hits a target, the bullet scatters into a sphere of metal shards as the metals try to return to their places of origin. All creatures in a 10-foot emanation around the target of the attack (and not including the target) must succeed at a DC 21 Fortitude save or be pushed 10 feet from the target (15 feet on a critical failure).", + "activation": "one-action] Interact" + }, + { + "name": "Distracting Carapace", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3182", + "summary": "Your skin is studded with pieces of iridescent chitin that ripple like oil on water. When you move your body in a distracting way, your allies can take advantage to move stealthily. When you Aid an ally who is trying to Create a Diversion, instead of the usual effects of Aid, you can roll an Acrobatics or Performance check and use that result to determine the outcome of the diversion, instead of attempting a Deception check." + }, + { + "name": "Diver's Gloves (Greater)", + "trait": "Abjuration, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2461", + "summary": "These black leather gloves fit snuggly, running up the length of your arm to your elbow. Each glove has an angular fin running along the outside edge of your arms, which forms a narrow triangle when your hands meet in a diving position. While wearing the gloves, you gain a +1 item bonus to Athletics checks to Swim.", + "activation": "reaction] envision; Trigger You would take damage from falling into water; Effect The gloves create a hydrodynamic barrier around you, dispersing the damage that would be done to you during a high dive. You take damage as if the fall were half the distance, to a minimum fall of 5 feet. You then Swim with the effects of a critical success for the check." + }, + { + "name": "Diver's Gloves (Lesser)", + "trait": "Abjuration, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2461", + "summary": "These black leather gloves fit snuggly, running up the length of your arm to your elbow. Each glove has an angular fin running along the outside edge of your arms, which forms a narrow triangle when your hands meet in a diving position. While wearing the gloves, you gain a +1 item bonus to Athletics checks to Swim.", + "activation": "reaction] envision; Trigger You would take damage from falling into water; Effect The gloves create a hydrodynamic barrier around you, dispersing the damage that would be done to you during a high dive. You take damage as if the fall were half the distance, to a minimum fall of 5 feet. You then Swim with the effects of a critical success for the check." + }, + { + "name": "Diver's Gloves (Moderate)", + "trait": "Abjuration, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2461", + "summary": "These black leather gloves fit snuggly, running up the length of your arm to your elbow. Each glove has an angular fin running along the outside edge of your arms, which forms a narrow triangle when your hands meet in a diving position. While wearing the gloves, you gain a +1 item bonus to Athletics checks to Swim.", + "activation": "reaction] envision; Trigger You would take damage from falling into water; Effect The gloves create a hydrodynamic barrier around you, dispersing the damage that would be done to you during a high dive. You take damage as if the fall were half the distance, to a minimum fall of 5 feet. You then Swim with the effects of a critical success for the check." + }, + { + "name": "Divine Scroll Case of Simplicity", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=525", + "summary": "The four different types of scroll cases of simplicity often bear adornments appropriate to their magical tradition, such as angelic wings or otherworldly lettering. On the inside, intricate runic diagrams spiral out to surround the scroll stored within. A scroll placed within the case can be converted into energy to cast consistently useful spells depending on its type. You must be able to cast spells of a given tradition to use a scroll case of simplicity of a corresponding type.", + "activation": "one-action] Interact; Requirements The scroll case contains a single scroll of a 1st-level spell; Effect You transfer the scroll’s energy into the scroll case, consuming the scroll, and you can immediately begin casting one of the scroll case’s spells. If you use any action other than to Cast a Spell from the scroll case after activating the scroll case of simplicity, the scroll and its energy are lost." + }, + { + "name": "Diviner's Nose Chain", + "trait": "Divination, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=855", + "summary": "The diviner's nose chain is worn by attaching piercings to the ear and nose, creating a connection between the senses of hearing and smell. The diviner's nose chain grants you scent out to 30 feet as an imprecise sense, and a +1 item bonus to checks to Seek or Sense Motive." + }, + { + "name": "Diving Suit", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1261", + "summary": "Diving suits are bulky, waterproofed leather outfits with copper helmets, worn by divers and underwater salvagers. The suit grants a +1 item bonus to Swim checks made underwater, and the helmet features tubes for connecting bottled air. When connected to a diving suit, bottled air doesn't need to be held and can be used to breathe as a free action. If you wear armor over a diving suit, you become clumsy 1 until you remove the diving suit." + }, + { + "name": "Djezet Alloy Ingot", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1410", + "summary": "This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name “quickiron” in some places. Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it “tiger iron.” When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses." + }, + { + "name": "Djezet Alloy Object (High-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1410", + "summary": "This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name “quickiron” in some places. Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it “tiger iron.” When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses." + }, + { + "name": "Djezet Alloy Object (Standard-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1410", + "summary": "This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name “quickiron” in some places. Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it “tiger iron.” When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses." + }, + { + "name": "Djezet Dose", + "trait": "Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=1412", + "summary": "Some mages carry vials of djezet for its magic-enhancing properties. When you drink a djezet dose, if your next action is to Cast a Spell, you can apply the effects of the Reach Spell or Widen Spell metamagic feats.", + "activation": "one-action] Interact" + }, + { + "name": "Djezet Mass", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1410", + "summary": "This rust red metal is liquid at room temperature, making it challenging for all but the most skilled metallurgists to craft with and earning it the name “quickiron” in some places. Djezet is also extremely reactive to magic, even in its solid, workable alloyed form. It glows when targeted by magic, and objects crafted with djezet alloys glow with scarlet striations, which lead some smiths to nickname it “tiger iron.” When targeted by spells, objects crafted from djezet alloys exhibit these glowing red markings that last for 1 round or the duration of the spell, whichever is longer. A djezet mass contains enough djezet to refine into up to two djezet doses." + }, + { + "name": "Djong", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=85", + "summary": "Djongs are immense multi-decked outriggers used by the Tian-Sing for transit within the Minata archipelago. Similar in design to the smaller karakoa, djongs have an open hull design that makes them very fast and exceptionally stable, capable of carrying hundreds of rowers on their decks, as well as a large woven triangular sail on a mast. The broad platforms on the djongs made them excellent for ferrying cargo, and their size and stability enabled them to host hundreds of warriors and their gear for transport. During peacetime, djongs are often used to host major celebrations and important weddings, with dignitaries bringing large entourages on their own djongs and then rafting up with other celebrants to form a floating village." + }, + { + "name": "Doctrine of Blissful Eternity", + "trait": "Grimoire, Magical, Necromancy, Uncommon", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1798", + "summary": "The bones of small animals decorate the cover of this tome, creating a pattern that resembles a gross perversion of Pharasma's holy symbol. ", + "activation": "reaction] command; Frequency once per day; Trigger An undead minion you summoned or created using a spell prepared from this grimoire takes damage that would bring it to 0 Hit Points; Effect You call out and demand the undead to remain, reaching out with tendrils of negative energy that preserves your minion so it might continue to serve you. Expend a spell slot in which you've prepared a harm spell to restore 1d8 Hit Points to your undead minion per level of the expended spell slot, before applying the damage. If this prevents the minion from being reduced to 0 Hit Points, it isn't destroyed." + }, + { + "name": "Dog", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1675", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Doll", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1332", + "summary": "Dolls are found throughout Golarion in a wide variety of forms. Among the most common are miniature painted figurines, plush animals crafted from fur and stuffed with cotton, porcelain dolls with fine clothing and silky hair, fabric hand puppets, and elaborate marionettes." + }, + { + "name": "Doom Switch", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3933", + "summary": "This short length of wood is decorated with fine carvings of symbols representing fate. ", + "activation": "Bragging Rights [one-action] (attack, manipulate); Frequency once per day; Effect You attempt to Strike a significant enemy with the doom switch, marking them for defeat. The switch is treated as a simple melee weapon for the purpose of proficiency. This attack deals no damage." + }, + { + "name": "Doubling Rings", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3079", + "summary": "This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon's fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are weapon potency and striking, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed." + }, + { + "name": "Doubling Rings (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3079", + "summary": "This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon's fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are weapon potency and striking, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed." + }, + { + "name": "Draconal Mask", + "trait": "Apex, Holy, Invested, Magical, Rare", + "item_category": "Apex Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3646", + "summary": "This dragon-themed half-mask helps you to navigate through darkness and to notice things from afar—such as helping to find seats in a theater after a show begins, or to pick up details from a show even if you’re seated in the back row! You gain a +3 item bonus to Perception checks and never take a penalty to Perception checks based on distance or weather. You gain darkvision, or greater darkvision if you have darkvision. When you invest in the mask you either increase your Wisdom score by 2 or increase it to 18, whichever would give you a higher score. If you are unholy, you become blinded as long as you wear the mask.", + "activation": "Dragons See the Truth [reaction] (concentrate); Frequency once per hour; Trigger You fail a saving throw against an illusion effect; Effect The mask attempts to counteract the triggering illusion with a counteract rank of 9 and a counteract modifier of +31. You then gain the effects of truesight for 1 minute." + }, + { + "name": "Draconic Verge", + "trait": "Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3934", + "summary": "This scepter is made from dragon bone, with minute runes carved along its length, a dragonskin leather grip, and caps of gold on each end. The scepter grants you a +1 item bonus to Intimidation checks to Demoralize. Such items are considered particularly gruesome and vile by dragons, and they’re invariably hostile to any creature they discover carrying a draconic verge, going so far as to single out that individual for destruction.", + "activation": "Dragon’s Eminence [two-actions] (concentrate, manipulate); Frequency once per day; Effect You hold the verge aloft, tapping into the majesty of the dragon from whom the verge was made. All enemies in a 60-foot emanation must succeed a DC 23 Will save or become frightened 2 (frightened 3 on a critical failure)." + }, + { + "name": "Draft of Stellar Radiance", + "trait": "Consumable, Evocation, Light, Magical, Potion, Rare", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=1823", + "summary": "This potion's bottle glows softly with shimmering silver light. Upon drinking this potion, you're surrounded by a nimbus of blazing starlight that lasts for 1 minute. You emanate a field of bright light with a 20-foot radius (and dim light for another 20 feet, like a torch). You take a –20 penalty to Stealth checks. Any creature that targets you with an attack or an ability must succeed at a DC 17 Fortitude save or be dazzled for 1 round. A creature who succeeds at this save is immune to the effect for 24 hours.", + "activation": "one-action] Interact" + }, + { + "name": "Dragon Bile", + "trait": "Alchemical, Consumable, Contact, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=112", + "summary": "A mix of digestive juices and green dragon poison glands nauseates the victim as its flesh is digested from within. Saving Throw DC 37 …", + "activation": "one-action] Interact" + }, + { + "name": "Dragon Breath Scale", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=2022", + "summary": "When used to cast breathe fire or chilling spray , a scale from a dragon’s throat changes the spell’s damage type and corresponding trait to the damage type and trait of the dragon’s breath. You can instead choose the damage type and trait corresponding to the dragon’s tradition if it’s different. The dragons from Monster Core and their damage types are as follows, with the tradition option listed if it’s different from the dragon’s breath.", + "activation": "Cast a Spell" + }, + { + "name": "Dragon Handwraps", + "trait": "Apex, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2138", + "summary": "These silken handwraps feature intricate embroidery of a serpentine red dragon adorned with golden thread. The handwraps function as +3 major striking greater flaming handwraps of mighty blows. You also gain a +4 item bonus to Athletics checks made to Grapple or Shove. When you invest the handwraps, you either increase your Strength modifier by 1 or increase it to +4, whichever would give you a higher value.", + "activation": "free-action] (concentrate); Frequency once per hour; Trigger You succeed or critically succeed with a Grapple; Effect You gain a +2 status bonus to your Athletics DC against any checks made to Escape your grapple until the end of your next turn." + }, + { + "name": "Dragon Pearl", + "trait": "Alchemical, Consumable, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=3482", + "summary": "These fermented and dried tea leaves are rolled into a ball shaped like a pearl. When brewed as a tea and consumed, it promotes an outpouring of vital energy that surges through your body. For the next 10 minutes, you have resistance 15 to void damage, and your unarmed attacks deal an additional 1d6 points of vitality damage on a successful Strike. While this effect is active, whenever a damaging attack or effect would reduce you to 0 Hit Points, you can use your reaction to immediately end the benefits of dragon pearl and remain conscious and standing with 10 Hit Points, increasing your wounded condition by 1.", + "activation": "minute (manipulate)" + }, + { + "name": "Dragon Rune Bracelet", + "trait": "Focused, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2322", + "summary": "A dragon rune bracelet is a gold bangle formed around the scale of a famous dragon. The bracelet is etched with esoteric symbols or words in Draconic that indicate kinship with dragons. As many types of dragon rune bracelet exist as there are types of dragons, though bracelets associated with uncommon or rare dragons have the same rarity as the dragon.", + "activation": "free-action] (concentrate); Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a sorcerer draconic bloodline spell. If not used by the end of your turn, this Focus Point is lost." + }, + { + "name": "Dragon Turtle Artillery", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=3167", + "summary": "One end of this heavy cylinder of steel has been forged in the likeness of a dragon turtle's head, the mouth gaping wide. Grips at the opposite end allow one to hold and aim this heavy cannon-like barrel with both hands. As long as you're carrying dragon turtle artillery while you're on a boat or ship, the DC for any effect to capsize that vehicle increases by 4.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect A 50-foot cone of steam blasts from the mouth of the cannon, dealing 10d6 fire damage to creatures in its area of effect (DC 27 basic Reflex save). This blast ignores the fire resistance normally granted to creatures by being underwater." + }, + { + "name": "Dragon Turtle Scale", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2970", + "summary": "This shimmering green scale is usually attached to a golden clasp or chain. When you activate the scale, for 1 minute you gain a swim Speed equal to half your land Speed.", + "activation": "one-action] (concentrate); Requirements You're trained in Athletics." + }, + { + "name": "Dragon Turtle Scale (Greater)", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2970", + "summary": "This shimmering green scale is usually attached to a golden clasp or chain. When you activate the scale, for 1 minute you gain a swim Speed equal to half your land Speed.", + "activation": "one-action] (concentrate); Requirements You're trained in Athletics." + }, + { + "name": "Dragon's Blood Pudding (Greater)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1310", + "summary": "While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from bloody mandrake paste, ginger root, and distilled terrap sap. This potent combination singes the nostrils and throat, removing effects that make you sluggish. When you consume the pudding, it attempts a counteract check with the listed counteract modifier to remove the slowed condition from a single source, using the source of that condition to determine the counteract level and DC.", + "activation": "one-action] Interact" + }, + { + "name": "Dragon's Blood Pudding (Lesser)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1310", + "summary": "While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from bloody mandrake paste, ginger root, and distilled terrap sap. This potent combination singes the nostrils and throat, removing effects that make you sluggish. When you consume the pudding, it attempts a counteract check with the listed counteract modifier to remove the slowed condition from a single source, using the source of that condition to determine the counteract level and DC.", + "activation": "one-action] Interact" + }, + { + "name": "Dragon's Blood Pudding (Major)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1310", + "summary": "While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from bloody mandrake paste, ginger root, and distilled terrap sap. This potent combination singes the nostrils and throat, removing effects that make you sluggish. When you consume the pudding, it attempts a counteract check with the listed counteract modifier to remove the slowed condition from a single source, using the source of that condition to determine the counteract level and DC.", + "activation": "one-action] Interact" + }, + { + "name": "Dragon's Blood Pudding (Moderate)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1310", + "summary": "While some unscrupulous chefs claim that this savory pudding is made with real dragon's blood, its crimson color and acrid smell actually come from bloody mandrake paste, ginger root, and distilled terrap sap. This potent combination singes the nostrils and throat, removing effects that make you sluggish. When you consume the pudding, it attempts a counteract check with the listed counteract modifier to remove the slowed condition from a single source, using the source of that condition to determine the counteract level and DC.", + "activation": "one-action] Interact" + }, + { + "name": "Dragon's Breath (1st-Level Spell)", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1387", + "summary": "This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.", + "activation": "free-action] envision (metamagic); Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune." + }, + { + "name": "Dragon's Breath (2nd-Level Spell)", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1387", + "summary": "This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.", + "activation": "free-action] envision (metamagic); Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune." + }, + { + "name": "Dragon's Breath (3rd-Level Spell)", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1387", + "summary": "This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.", + "activation": "free-action] envision (metamagic); Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune." + }, + { + "name": "Dragon's Breath (4th-Level Spell)", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1387", + "summary": "This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.", + "activation": "free-action] envision (metamagic); Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune." + }, + { + "name": "Dragon's Breath (5th-Level Spell)", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1387", + "summary": "This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.", + "activation": "free-action] envision (metamagic); Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune." + }, + { + "name": "Dragon's Breath (6th-Level Spell)", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1387", + "summary": "This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.", + "activation": "free-action] envision (metamagic); Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune." + }, + { + "name": "Dragon's Breath (7th-Level Spell)", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1387", + "summary": "This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.", + "activation": "free-action] envision (metamagic); Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune." + }, + { + "name": "Dragon's Breath (8th-Level Spell)", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1387", + "summary": "This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.", + "activation": "free-action] envision (metamagic); Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune." + }, + { + "name": "Dragon's Breath (9th-Level Spell)", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1387", + "summary": "This rune depicts a specific type of dragon, resizing after application to fit the surface of the item.", + "activation": "free-action] envision (metamagic); Requirements You're receiving a bonus to AC from your dragon's breath cape or shield; Effect If your next action is to Cast a Spell with an area of effect that deals the same type of damage as the depicted dragon's breath weapon, the spell gains the effects of the Widen Spell feat. The rune can only affect spells of a specific level or lower, determined by the type of rune." + }, + { + "name": "Dragon's Crest", + "trait": "Adjustment, Uncommon", + "item_category": "Adjustments", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1428", + "summary": "This variant on the shield boss is usually shaped like a dragon's head, its jaws open wide enough to wedge a small vessel of liquid within. A dragon's crest can be etched with weapon runes, much like a shield boss or shield spikes, but doesn't otherwise alter your shield's statistics. A shield bearing a dragon's crest can't be combined with an attached weapon, like shield spikes." + }, + { + "name": "Dragon's Eye Charm", + "trait": "Divination, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=502", + "summary": "This charm, a dragon-shaped pendant worn like a necklace or set into armor or clothing as a decoration, is warm and smooth to the touch. It must be held in one hand to be used (pressing the palm of one’s hand to the charm also works, provided that your hand is otherwise empty). It has four distinct powers.", + "activation": "one-action] Interact; Frequency once per day; Effect You can speak and understand Draconic as long as you Sustain the Activation, to a maximum of 10 minutes." + }, + { + "name": "Dragon-Lotus Drum", + "trait": "Artifact, Magical, Mythic, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3507", + "summary": "This traditional barrel drum has tacked heads in the old military style of Hwanggot and is painted with a many-colored imperial dragon twined around white and pink lotuses, a symbol of long memory. The dragon holds a scroll in its two front claws that bears the inscription “So that the memory of war may be truthfully recalled.”", + "activation": "Summon Dragon-Lotus Army [three-actions] (concentrate, incarnate, manipulate); Frequency once every 20 years; Effect Spend a Mythic Point; beating the drum summons a spectral army to an area you designate within 500 feet. The army takes its Arrive action when you finish playing. At the end of your next turn, the army Strides up to 60 feet and then takes its Depart action. The Dragon-Lotus Army follows your orders and attempts to not harm you and your allies when possible. The spectral force isn’t fully a creature. It can’t take any other actions, nor can it be targeted or harmed by Strikes, spells, or other effects unless they would be able to target or end a spell effect (such as dispel magic). The army is Gargantuan, but it doesn’t block movement. doesn’t block movement." + }, + { + "name": "Dragonbone Arrowhead", + "trait": "Consumable, Evocation, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1020", + "summary": "This arrowhead, carved from dragon bone, hangs off the shaft of your weapon. When you activate this talisman, until the end of the current turn, the affixed weapon gains the thrown 20 feet weapon trait, and when you make a thrown Strike with it, it flies back to your hand after the Strike completes. If your hands are full when the weapon returns, it falls to the ground in your space.", + "activation": "one-action] Interact; Requirements You're an expert with the affixed weapon." + }, + { + "name": "Dragonclaw Scutcheon", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2101", + "summary": "This decorative shield emblem contains the gilded claw of a dragon mounted in a setting of high-grade adamantine alloy. It protects against a damage type depending on the type of dragon the claw came from (see sidebar). When you Activate the scutcheon, you and all of your carried, wielded, or worn items gain immunity to all damage of that type until the end of your next turn.", + "activation": "free-action] (concentrate); Trigger You would take damage of a type depending on the talisman’s dragon type.; Requirements You have the affixed shield raised." + }, + { + "name": "Dragonfly Fulu", + "trait": "Consumable, Fulu, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2032", + "summary": "Tradition says the dragonfly fulu should be affixed to the upper back, like the wings of an insect. When you Activate this fulu, you gain a +2 status bonus to Athletics checks to High Jump or Long Jump for 1 minute. During this time, you can attempt an Athletics check to High Jump or Long Jump as a single action without the Stride requirement. You can also High Jump or Long Jump from a nonsolid substance, such as air or water, but if you use this power of the fulu, its effects ends after you jump.", + "activation": "free-action] (concentrate); Trigger You take the Leap action." + }, + { + "name": "Dragonfly Potion", + "trait": "Consumable, Magical, Morph, Potion, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=1272", + "summary": "Your eyes transform into those of a giant dragonfly, the thousands of separate facets wrapping around your head, and a pair of long, delicate, insectile wings grow from your upper back. You gain a fly Speed equal to your land Speed. Additionally, you gain low-light vision and a +2 item bonus to visual Perception checks, and you can't be flanked except by creatures higher level than you are (though lower-level creatures can still help their higher-level allies flank). These effects last for 1 minute.", + "activation": "one-action] Interact" + }, + { + "name": "Dragonhide Object (High-Grade)", + "trait": "Precious, Uncommon", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3268", + "summary": "The hide and scales of a dragon can be used to Craft any item normally made of ordinary leather or hide. Dragonhide varies in color and texture, depending on the dragon it came from. Due to dragonhide's resiliency, it can also be used to Craft armor usually made out of metal plates (such as a breastplate, half plate, and full plate), allowing such armor to be made without metal. Dragonhide objects are immune to one damage type, depending on the tradition associated with the dragon." + }, + { + "name": "Dragonhide Object (Standard-Grade)", + "trait": "Precious, Uncommon", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3268", + "summary": "The hide and scales of a dragon can be used to Craft any item normally made of ordinary leather or hide. Dragonhide varies in color and texture, depending on the dragon it came from. Due to dragonhide's resiliency, it can also be used to Craft armor usually made out of metal plates (such as a breastplate, half plate, and full plate), allowing such armor to be made without metal. Dragonhide objects are immune to one damage type, depending on the tradition associated with the dragon." + }, + { + "name": "Dragonprism Staff", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2250", + "summary": "A multi-hued array of scales covers a dragonprism staff, forming a gradient of color, and a dragon's claw holds a gem upon the staff's head. Dragons give allies these staves as a mark of esteem. While wielding a dragonprism staff you seem fiercer, gaining a +1 circumstance bonus to Intimidation checks to Demoralize.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Dragonprism Staff (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2250", + "summary": "A multi-hued array of scales covers a dragonprism staff, forming a gradient of color, and a dragon's claw holds a gem upon the staff's head. Dragons give allies these staves as a mark of esteem. While wielding a dragonprism staff you seem fiercer, gaining a +1 circumstance bonus to Intimidation checks to Demoralize.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Dragonscale Amulet", + "trait": "Enchantment, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=540", + "summary": "This amulet is made from the scales of five ancient dragons. You gain resistance 5 to acid, cold, electricity, fire, and poison. If you take damage of one of these types from a dragon’s Breath Weapon, the amulet begins to glow brightly; for the next 10 minutes, your resistance against that type of damage increases to 20. If you are subjected to a dragon’s frightful presence, you can roll your saving throw twice and use the higher result to determine the aura’s effects. This is a fortune effect.", + "activation": "two-actions] command; Frequency once per day; Effect You exude an aura that terrifies all foes in a 60-foot radius, as the frightful presence ability with a DC 34 Will save." + }, + { + "name": "Dragonscale Cameo", + "trait": "Consumable, Magical, Morph, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2102", + "summary": "This ornamental pin, consisting of a single preserved dragon scale from a dragon mounted in a setting of precious metal, is typically affixed between the shoulder blades. When you Activate the pin, a pair of draconic wings matching the color of the scale unfurl from your shoulders, granting you a fly Speed of 50 feet for 5 minutes.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Dragontooth Trophy", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2103", + "summary": "This imposing fang is engraved with an intricate arrangement of symbols, glyphs, and patterns and dangles from a leather strap bound to the hilt of the affixed weapon. When you Activate the trophy, your weapon is momentarily transformed into a magical construct of draconic fury. On the triggering Strike and until the end of your next turn, the damage type of the affixed weapon changes to the type matching the dragon the claw came from (see the sidebar). This change overrides the versatile trait and similar abilities.", + "activation": "free-action] (concentrate); Trigger You succeed at a Strike with the affixed weapon." + }, + { + "name": "Drakeheart Mutagen (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3317", + "summary": "The item bonus to AC is +6, the item bonus to Perception is +3, and the duration is 1 hour or until you use Final Surge, whichever comes first.", + "activation": "Final Surge [one-action] ; Effect You Stride twice. The drakeheart mutagen's duration ends." + }, + { + "name": "Drakeheart Mutagen (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3317", + "summary": "The item bonus to AC is +4, the item bonus to Perception is +1, and the duration is 1 minute or until you use Final Surge, whichever comes first.", + "activation": "Final Surge [one-action] ; Effect You Stride twice. The drakeheart mutagen's duration ends." + }, + { + "name": "Drakeheart Mutagen (Major)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3317", + "summary": "The item bonus to AC is +7, the item bonus to Perception is +4, and the duration is 1 hour or until you use Final Surge, whichever comes first.", + "activation": "Final Surge [one-action] ; Effect You Stride twice. The drakeheart mutagen's duration ends." + }, + { + "name": "Drakeheart Mutagen (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3317", + "summary": "The item bonus to AC is +5, the item bonus to Perception is +2, and the duration is 10 minutes or until you use Final Surge, whichever comes first.", + "activation": "Final Surge [one-action] ; Effect You Stride twice. The drakeheart mutagen's duration ends." + }, + { + "name": "Draxie's Recipe Book", + "trait": "Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2177", + "summary": "This tiny recipe book was created by a famous draxie chef, but it instantly resizes to fit the hand and eyes of the reader. While most of the pages are blank and ready to receive spells, the first four pages are taken up by a complex seasoning recipe that requires a casting of revealing light.", + "activation": "free-action] (concentrate); Frequency once per day; Effect If your next action is to cast a revealing light spell, all creatures within the spell’s area who don’t critically succeed at their save are covered with a spicy red powder. Any attempt to grab or grapple a creature affected in this way, or to swallow such a creature whole, gains a +1 circumstance bonus to the attempt, or a +2 circumstance bonus if the attempt is made using a jaws or similar mouth-based attack, due to the target’s extra deliciousness and savory smell. An affected creature can remove the powder by thoroughly cleaning themselves (a process that typically takes about 10 minutes) or by completely immersing themselves in water. This ability can also be used to properly season up to 100 pounds of prepared food within the area of the revealing light spell instantaneously." + }, + { + "name": "Drazmorg's Staff of All-Sight", + "trait": "Divination, Magical, Staff, Unique", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1728", + "summary": "This long, gnarled staff looks like several bones fused together, then wrapped tightly with strips of desiccated, gray skin. At the top of the staff, a clump of sinew clasps a small stone orb resembling a large human eye. When the staff is activated, this eye twitches and glances around randomly. When wielding this staff, you gain a +1 item bonus to visual Perception checks.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Dread (Greater)", + "trait": "Emotion, Enchantment, Fear, Magical, Mental, Uncommon, Visual", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1252", + "summary": "Eerie symbols cover your armor, inspiring terror in your foes. Frightened enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their frightened condition doesn't decrease below 1 that turn." + }, + { + "name": "Dread (Lesser)", + "trait": "Emotion, Enchantment, Fear, Magical, Mental, Uncommon, Visual", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1252", + "summary": "Eerie symbols cover your armor, inspiring terror in your foes. Frightened enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their frightened condition doesn't decrease below 1 that turn." + }, + { + "name": "Dread (Moderate)", + "trait": "Emotion, Enchantment, Fear, Magical, Mental, Uncommon, Visual", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1252", + "summary": "Eerie symbols cover your armor, inspiring terror in your foes. Frightened enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their frightened condition doesn't decrease below 1 that turn." + }, + { + "name": "Dread Ampoule (Greater)", + "trait": "Alchemical, Bomb, Consumable, Emotion, Fear, Mental, Poison, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3292", + "summary": "This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage. On a hit, the target becomes frightened 1, or frightened 2 on a critical hit. Many types also grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage." + }, + { + "name": "Dread Ampoule (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Emotion, Fear, Mental, Poison, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3292", + "summary": "This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage. On a hit, the target becomes frightened 1, or frightened 2 on a critical hit. Many types also grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d6 mental damage and 1 mental splash damage." + }, + { + "name": "Dread Ampoule (Major)", + "trait": "Alchemical, Bomb, Consumable, Emotion, Fear, Mental, Poison, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3292", + "summary": "This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage. On a hit, the target becomes frightened 1, or frightened 2 on a critical hit. Many types also grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d6 mental damage and 4 mental splash damage." + }, + { + "name": "Dread Ampoule (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Emotion, Fear, Mental, Poison, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3292", + "summary": "This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule deals the listed mental damage and mental splash damage. On a hit, the target becomes frightened 1, or frightened 2 on a critical hit. Many types also grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage." + }, + { + "name": "Dread Blindfold", + "trait": "Emotion, Fear, Invested, Magical, Mental", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3080", + "summary": "When tied over your eyes, this ragged strip of black linen gives you darkvision and a +3 item bonus to Intimidation checks. You can see through the blindfold, but only using darkvision.", + "activation": "Visions of Terror [free-action] (concentrate); Frequency once per minute; Trigger You damage a creature with a Strike; Effect Your target is gripped by intense fear. This has the effect of a DC 37 vision of death spell. The creature is then temporarily immune for 24 hours." + }, + { + "name": "Dread Helm", + "trait": "Alchemical, Aura, Emotion, Fear, Mental", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "L", + "url": "/Equipment.aspx?ID=1976", + "summary": "The faceplate of a dread helm has a fierce visage that magnifies the effects of fear. Concealed within is a reservoir that can hold a single dread ampoule, which takes 3 Interact actions to install.", + "activation": "one-action] (manipulate); Requirements A dread ampoule is installed in the helm; Effect The dread ampoule atomizes, creating a fear‑inducing mist that hangs around your face for 3 rounds. The mist grants an item bonus to Intimidation checks equal to the dread ampoule’s item bonus. The mist also deals mental damage equal to the dread ampoule’s splash damage to all creatures within a 5-foot emanation other than you. The activation uses up the dread ampoule, and the helm can’t be activated again until a new one is installed." + }, + { + "name": "Dreadsmoke Thurible", + "trait": "Magical, Necromancy, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=566", + "summary": "This black-and-gray thurible is decorated with a skeleton motif; the jaw of one of the decorative skulls unhinges, allowing you to load it with incense as an action. A long, thin chain is connected to the top of the thurible.", + "activation": "two-actions] Interact; Cost incense worth at least 5 gp; Effect You swing the thurible around you, spreading inky black smoke in a 20-foot emanation that has the effect of obscuring mist. Undead creatures can see through the smoke as if it didn’t exist. Negative energy also disrupts the magic of the smoke; anyone who uses a negative effect, along with creatures affected by a negative effect, can see through the smoke for 1 round." + }, + { + "name": "Dream Lens", + "trait": "Artifact, Conjuration, Magical, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "10", + "url": "/Equipment.aspx?ID=3446", + "summary": "The Dream Lens is located far from Sandpoint, housed in an obelisk of pink-veined marble in the lost city of Ilvarandin deep down in the Vaults of Orv. Here, this sinister artifact can capture the dreaming mind of a mortal anywhere in the world who has fallen under the influence of midnight milk. The Dream Lens is a large convex crystal housed in a series of metal armatures, itself guarded by powerful constructs and arcane countermeasures.", + "activation": "three-actions] envision, Interact; Requirements You’re an intellect devourer whose mind has been linked to a user of midnight milk, and that creature is still dreaming in your mind; Effect The Dream Lens establishes a link between you and the dreaming host, allowing you to rip and tear into the host's mind from afar. You can attempt two talon Strikes against the dreaming creature, using the same attack modifier as your highest attack modifier. These strikes gain the death and mental traits, and damage caused by them is mental damage, not slashing damage. If this kills the target, the intellect devourer can use Body Thief against the target as a free action, teleporting from the Dream Lens directly into the skull of its new, freshly slain host. If these strikes don't kill the target, it can immediately attempt a new Fortitude save against the DC of the midnight milk it's currently under the effects of. If it succeeds at this saving throw, the target immediately awakes (retaining only vague memories of an awful nightmare) and is no longer affected by that dose of midnight milk." + }, + { + "name": "Dream Pollen Snare", + "trait": "Consumable, Incapacitation, Mechanical, Mental, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1510", + "summary": "This simple trap is made of taut twigs that, when triggered, snap down on a pollen-filled sac of a peculiar flower. When inhaled, the pollen imparts a hazy state of profound agreeability. The first creature that enters the snare's space triggers the snare. The creature that triggered the trap must attempt a DC 18 Will save. Undead creatures and creatures that don't breathe are immune to dream pollen." + }, + { + "name": "Dreaming Round", + "trait": "Consumable, Enchantment, Incapacitation, Magical, Mental, Sleep, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1191", + "summary": "The night sky seems contained in this glass projectile. When an activated dreaming round damages a creature, it induces drowsiness. The creature must attempt a DC 30 Fortitude save.", + "activation": "one-action] Interact" + }, + { + "name": "Dreamstone", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=507", + "summary": "A dreamstone is a disc-shaped object carved with imagery or words sacred to Desna—be it her religious symbol, a short prayer, or merely the shape of a single star. When you carry a dreamstone, you find it easier to fall asleep, and you gain improved effects from the resulting rest. You always fall asleep within 5 minutes of lying down with the intention of sleeping, and you require only 2 hours of sleep per day to gain the benefits of 8 hours of sleep, provided you have carried the dreamstone for at least 24 hours prior to resting. As long as you carry a dreamstone, you gain a +2 item bonus to saving throws against sleep effects.", + "activation": "one-action] Interact (metamagic); Frequency once per day; Effect If the next action you use is to Cast a Spell of 4th level or lower that has the sleep trait or is associated with dreams, the spell slot is not expended." + }, + { + "name": "Dreamtime Tea", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=628", + "summary": "This lemony tea blended from rare Vudrani herbs and flowers is widely circulated by occult circles looking to transcend the boundaries of reality. The saving throw for addiction to dreamtime tea is DC 19.", + "activation": "one-action] Interact" + }, + { + "name": "Dreamweb Bolt", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3517", + "summary": "Made from the webs spun from the thorax of the Weaver of Webs herself, dreamweb offers a number of mystic benefits. Cloth items and rope made from dream web have Hardness 4 with 12 HP per inch and a break DC of 16. Light armor made from dream web is lighter than normal cloth or leather: the armor's Bulk is reduced by 1 (reduced to light Bulk if the armor's normal Bulk is 1, with no effect on an item that normally has light Bulk). Light armor made from dream web grants the wearer poison resistance equal to 3 plus the value of its armor potency rune." + }, + { + "name": "Dreamweb Object (High-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3517", + "summary": "Made from the webs spun from the thorax of the Weaver of Webs herself, dreamweb offers a number of mystic benefits. Cloth items and rope made from dream web have Hardness 4 with 12 HP per inch and a break DC of 16. Light armor made from dream web is lighter than normal cloth or leather: the armor's Bulk is reduced by 1 (reduced to light Bulk if the armor's normal Bulk is 1, with no effect on an item that normally has light Bulk). Light armor made from dream web grants the wearer poison resistance equal to 3 plus the value of its armor potency rune." + }, + { + "name": "Dreamweb Object (Standard-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3517", + "summary": "Made from the webs spun from the thorax of the Weaver of Webs herself, dreamweb offers a number of mystic benefits. Cloth items and rope made from dream web have Hardness 4 with 12 HP per inch and a break DC of 16. Light armor made from dream web is lighter than normal cloth or leather: the armor's Bulk is reduced by 1 (reduced to light Bulk if the armor's normal Bulk is 1, with no effect on an item that normally has light Bulk). Light armor made from dream web grants the wearer poison resistance equal to 3 plus the value of its armor potency rune." + }, + { + "name": "Drop of Convergent Waters", + "trait": "Consumable, Magical, Rare, Talisman, Water", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=3563", + "summary": "Abhaya’s tireless years of study have allowed her to reproduce, at some level, the unconscious melding of elements she experienced during the last Challenge of Sky and Heaven. A single drop of water in a crystalline container is the simplest application of her research.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Drought Powder", + "trait": "Consumable, Earth, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2588", + "summary": "A gray powder that smells like wet rock, drought powder has various uses against water. If you sprinkle it over your body, you and items you carry or wear remain dry for the next 24 hours. Thrown into a body of water, the dust lowers the water in an area 50 feet long by 50 feet wide by 10 feet. You can fling it in the air, coating all creatures in a 10-foot burst centered on a point within 5 feet of you. Creatures who have the water trait in that area are affected as if by a slow spell (DC 28). If you attempt to use the dust in other, similar ways, the GM decides whether the dust can accomplish your aims.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Drover's Band", + "trait": "Enchantment, Incapacitation, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=927", + "summary": "This black leather wrist guard has a bright red gem on the inside of the wrist. Faint glyphs and words of domination in Infernal swim inside the gem. Your words become harsh and clipped when you have this magic item invested.", + "activation": "three-actions] command; Frequency once per day; Effect You exert your will over a mindless creature within 30 feet. If the target is a mindless creature of 3rd level or lower, it must attempt a DC 20 Will save. If you are a devil, the target uses an outcome one degree of success worse than the result of its saving throw." + }, + { + "name": "Drowsy Sun Eye Drops", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Plants", + "bulk": "L", + "url": "/Equipment.aspx?ID=1660", + "summary": "These drops are made from luminescent mushrooms and refined into eye drops, which simulates a creature's natural night vision. When you attempt a Perception check to Seek, you can draw and apply a dose of drowsy sun to your eyes as part of the same action, which grants you darkvision to a range of 30 feet for 1 round. If you do, your Seek action gains the manipulate trait, due to drawing and applying the eye drops.", + "activation": "Seek" + }, + { + "name": "Druid's Crown", + "trait": "Invested, Primal", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2335", + "summary": "Made of materials scavenged from wild places, a druid's crown can be rebuilt for a variety of benefits. The crown grants you a +1 item bonus to a skill, and can be activated to cast a spell, both depending on the material used to build the crown, as listed on the table below. If you invest and wear living mantle along with the crown, the crown's item bonus increases by 1 and its spell's DC rises to 27.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect The crown casts its spell at 2nd rank (DC 20)." + }, + { + "name": "Drum of Upheaval", + "trait": "Conjuration, Earth, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1281", + "summary": "This heavy drum is engraved along the sides with images of centaurs in fierce combat. The drum grants you a +3 item bonus on Performance checks you make using the drum. Additionally, it imparts the rhythms of two songs upon your mind as soon as you touch it. One is a fast marching cadence; the other is a frenetic ritual dance. Each song has a different activation.", + "activation": "two-actions] Interact; Frequency once per day; Effect The drum casts a DC 43 earthquake spell." + }, + { + "name": "Drumish Pearl Token", + "trait": "Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3694", + "summary": "This silver brooch features an enormous freshwater pearl pulled from the depths of Lake Encarthan. They are often given to trading partners among Drumish merchants as a sign of favor—not as favored as a fellow Kalistocrat, but nonetheless worth treating well. Openly wearing a Drumish pearl token can work wonders when traveling through Druma, whether on legitimate mercantile business or not, but those who flaunt the token inappropriately must beware of repercussions from the Drumish government! The wearer of a Drumish pearl token benefits from a +2 item bonus to Diplomacy checks to Make an Impression and to their Perception DC when someone attempts to Lie to them.", + "activation": "Subversive Friendship [reaction] (concentrate, emotion, mental); Frequency once per day; Trigger You succeed at Making an Impression; Effect You automatically increase the target’s attitude to helpful. If the target’s initial attitude was unfriendly or hostile, they revert to this attitude after 10 minutes and realize they’ve been manipulated by you. Afterward, they might decide to act against you." + }, + { + "name": "Drums of War", + "trait": "Coda, Occult, Staff", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "1", + "url": "/Equipment.aspx?ID=2266", + "summary": "This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a marching beat, invoking armies on the move. While playing the drums, you gain a +1 item bonus to Performance checks and a +5-foot status bonus to your Speed.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Drums of War (Greater)", + "trait": "Coda, Occult, Staff", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "1", + "url": "/Equipment.aspx?ID=2266", + "summary": "This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a marching beat, invoking armies on the move. While playing the drums, you gain a +1 item bonus to Performance checks and a +5-foot status bonus to your Speed.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Drums of War (Major)", + "trait": "Coda, Occult, Staff", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "1", + "url": "/Equipment.aspx?ID=2266", + "summary": "This handheld snare drum is adorned with garish scenes of battle and triumph. When played, no matter what rhythm, it always gives the impression of a marching beat, invoking armies on the move. While playing the drums, you gain a +1 item bonus to Performance checks and a +5-foot status bonus to your Speed.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Duchy Defender", + "trait": "Conjuration, Intelligent, Occult, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1179", + "summary": "Patriotic to the extreme, this +2 flaming greater striking flintlock musket was among the first firearms forged in the Gunworks and was wielded by Ancil Alkenstar, founder of the Grand Duchy of Alkenstar. In Alkenstar's hands, the musket was used to defend the burgeoning Grand Duchy from outside threats, including mutants of the Mana Wastes, Nexian constructs, and undead from Geb. After Ancil's death, the weapon was passed down, per his own decree, not to his heirs but to the greatest defender of Alkenstar, as determined by the weapon's previous owner. Over time, the devotion and heroism of each successive wielder left a psychic imprint on the weapon, until it developed an intellect and drive of its own.", + "activation": "three-actions] command (conjuration, magical, teleportation); Effect The duchy defender travels through the air at a speed faster than light, returning to the hands of a previous owner who has been deemed worthy. If the owner's hands are full, the duchy defender instead appears on the ground in their space. If there is no previous owner the duchy defender deems worthy that lives, it instead travels to a random public location within Alkenstar. Traveling to an unknown location is draining; after doing so, the duchy defender can't transport itself anywhere for 1d4 days." + }, + { + "name": "Duck", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1676", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Dueling Cape", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2721", + "summary": "You can pull a dueling cape you're wearing from your shoulder and wrap it around your arm with an Interact action. While wielding the dueling cape this way, the cape uses that arm and hand, and you can't hold anything else in that hand. While you do so, you can spend an action to hold it in a protective position, giving you a +1 circumstance bonus to AC and to Deception checks to Feint until the start of your next turn." + }, + { + "name": "Dullahan Codex", + "trait": "Cursed, Grimoire, Magical, Unique", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2379", + "summary": "The origins of the notorious Dullahan Codex are shrouded in mystery. Some legends claim it belongs to a dullahan whose head was taken by the Grim Reaper. Others attribute its creation to a powerful necromancer whose name has been lost to time. Whatever the truth, the grimoire has passed down through the ages, sometimes via mortal hands and other times mysteriously appearing among the possessions of its next target. It deserves its reputation for dooming those who possess it to die, but scholars debate whether the codex causes this fate or merely acts as its harbinger." + }, + { + "name": "Dupe's Gold Nugget", + "trait": "Consumable, Magical, Talisman, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1582", + "summary": "This nugget of gold and lead amalgam is attached to the weapon by thick, twisted wire or chain. When activated, the target's limbs become like lead weights. For 2 rounds, each time the target Strides it must attempt a DC 23 Fortitude save. On a failure, it takes a –10-foot status penalty to its Speed for that Stride (to a minimum Speed of 5 feet). On a critical success, the dupe's gold nugget effect ends early.", + "activation": "free-action] envision; Trigger You hit with a ranged Strike with the affixed weapon; Requirements You're an expert with the affixed weapon." + }, + { + "name": "Duskwood Branch", + "trait": "Precious, Uncommon", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2918", + "summary": "Duskwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A duskwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of duskwood is based on the item's normal Bulk, not its reduced Bulk for being made of duskwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item." + }, + { + "name": "Duskwood Lumber", + "trait": "Precious, Uncommon", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2918", + "summary": "Duskwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A duskwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of duskwood is based on the item's normal Bulk, not its reduced Bulk for being made of duskwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item." + }, + { + "name": "Duskwood Object (High-Grade)", + "trait": "Precious, Uncommon", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2918", + "summary": "Duskwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A duskwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of duskwood is based on the item's normal Bulk, not its reduced Bulk for being made of duskwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item." + }, + { + "name": "Duskwood Object (Standard-Grade)", + "trait": "Precious, Uncommon", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2918", + "summary": "Duskwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A duskwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of duskwood is based on the item's normal Bulk, not its reduced Bulk for being made of duskwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item." + }, + { + "name": "Dust Goggles", + "trait": "Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3672", + "summary": "These sand-colored goggles keep the harsh weather of the Cinderlands at bay. While wearing the goggles, you ignore penalties to Perception from desert weather effects and gain a +1 bonus to Perception checks involving sight." + }, + { + "name": "Dust of Appearance", + "trait": "Consumable, Divination, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=241", + "summary": "Stored in a small reed, this powder looks like a fine metallic dust. When you fling it in the air, it coats all creatures in a 10-foot burst centered on a point within 5 feet of you. For 1 minute, the coated creatures can’t be concealed or invisible, nor can they benefit from mirror image or similar abilities that create illusory duplicates. Any illusions in the area of 3rd level or lower are revealed as such, although this does not end their effect.", + "activation": "one-action] Interact" + }, + { + "name": "Dust of Corpse Animation", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3413", + "summary": "This black pouch contains what appears to be fine bone dust. Pouring the dust in a special pattern over a corpse turns it into an undead creature. The type of undead created depends on the condition of the corpse, resulting in either a skeleton or a zombie. If the undead's level would be greater than 3, the dust fails to animate it. The body must be of an appropriate size and type for the undead you wish to create—for example, you must sprinkle the dust on a horse's skeleton to animate a skeletal horse. If more than one undead in the level range is appropriate, such as skeletal guard or skeletal champion for a Medium humanoid skeleton, you choose.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Dust of Corpse Animation (Greater)", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3413", + "summary": "This black pouch contains what appears to be fine bone dust. Pouring the dust in a special pattern over a corpse turns it into an undead creature. The type of undead created depends on the condition of the corpse, resulting in either a skeleton or a zombie. If the undead's level would be greater than 3, the dust fails to animate it. The body must be of an appropriate size and type for the undead you wish to create—for example, you must sprinkle the dust on a horse's skeleton to animate a skeletal horse. If more than one undead in the level range is appropriate, such as skeletal guard or skeletal champion for a Medium humanoid skeleton, you choose.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Dust of Disappearance", + "trait": "Consumable, Illusion, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=242", + "summary": "This powder shimmers like a thousand tiny motes of light. Activating the dust by sprinkling it on yourself or a creature within reach casts a 4th-level invisibility spell with a duration of 1 minute on that creature. This invisibility can’t be negated or seen through by any spell of 3rd level or lower or any item of 5th level or lower.", + "activation": "one-action] Interact" + }, + { + "name": "Dust Pods", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=576", + "summary": "You hide fragile pods of pollen or other clinging powder that get in the eyes of the first creature that enters the snare’s square. The creature must attempt a DC 17 Reflex saving throw. A creature dazzled by the pollen can use an Interact action to attempt a DC 5 flat check to remove the condition." + }, + { + "name": "Dwarven Daisy (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Fire, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=594", + "summary": "A dwarven daisy is a string of dozens of firecrackers that create tiny, loud explosions. The string ends with a short, wrapped fuse. Pulling off the wrapping in a quick motion lights the fuse and is done as part of the action to Strike. A dwarven daisy deals the listed fire damage and splash damage. A dwarven daisy also has a chance to dazzle its target. A creature struck by a dwarven daisy must succeed at a Fortitude save or become dazzled for 1 round.", + "activation": "one-action] Strike", + "effect": "The firework deals 1d6 fire damage and 1 fire splash damage. The DC is 16." + }, + { + "name": "Dwarven Daisy (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Fire, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=594", + "summary": "A dwarven daisy is a string of dozens of firecrackers that create tiny, loud explosions. The string ends with a short, wrapped fuse. Pulling off the wrapping in a quick motion lights the fuse and is done as part of the action to Strike. A dwarven daisy deals the listed fire damage and splash damage. A dwarven daisy also has a chance to dazzle its target. A creature struck by a dwarven daisy must succeed at a Fortitude save or become dazzled for 1 round.", + "activation": "one-action] Strike", + "effect": "The firework deals 2d6 fire damage and 2 fire splash damage. The DC is 18." + }, + { + "name": "Dweomerveil", + "trait": "Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3225", + "summary": "This soft covering for the mouth and nose is made from the sleek fur of a dweomercat and is fastened with two gnarled teeth of the same beast. Each day during daily preparations, you must brush and oil the veil. At the conclusion of the activity, select one tradition of magic (arcane, divine, occult, or primal). You gain a +1 item bonus to all saves against magic from that tradition until your next daily preparations.", + "activation": "Dimension Leap [reaction] (concentration, teleportation); Frequency once per day; Trigger You succeed at a saving throw against a spell from the chosen tradition; Effect Your veil billows out and you disappear behind it. You use the traces of dweomercat magic to teleport yourself instantly to any unoccupied square within 30 feet. If you critically succeeded at the triggering save, you can instead teleport within 45 feet." + }, + { + "name": "Dweomerweave Robe", + "trait": "Illusion, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1316", + "summary": "This robe is made from dweomerweave, a magical fabric created by spinning minor illusions into the threads of ether spider silk. Dweomerweave is naturally hazy and translucent. It can take on the illusory appearances of other fabrics and garments, and dweomerweave robes are coveted by adventurers who want to travel light without compromising on fashion.", + "activation": "minute (Interact); Frequency once per day; Effect You gain the effects of a 1st-level illusory disguise except that the illusion only alters the appearance of the dweomerweave robe, changing it into another garment with an appearance of your choice. The spell persists until the next activation. You can Dismiss the activation." + }, + { + "name": "Dyes and Ink", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1779", + "summary": "" + }, + { + "name": "Eagle-Eye Elixir (Greater)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3306", + "summary": "After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to Perception checks that's greater when attempting to find secret doors and traps.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Eagle-Eye Elixir (Lesser)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3306", + "summary": "After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to Perception checks that's greater when attempting to find secret doors and traps.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Eagle-Eye Elixir (Major)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3306", + "summary": "After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to Perception checks that's greater when attempting to find secret doors and traps.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Eagle-Eye Elixir (Moderate)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3306", + "summary": "After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to Perception checks that's greater when attempting to find secret doors and traps.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Earplugs", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1203", + "summary": "These small pieces of cloth and stuffing have been crafted to dramatically muffle sound and easily slide into and out of the ear canals of humanoid creatures. You can insert or remove earplugs from your ears or a willing creature's ears with a single Interact action using one hand. They take a –2 circumstance penalty to all auditory Perception checks but also gain a +2 circumstance bonus to saving throws against auditory effects." + }, + { + "name": "Earthbinding", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1866", + "summary": "A weapon with this rune hums when touched to the ground. ", + "activation": "reaction] (concentrate); Frequency once per hour; Requirements You critically hit a flying creature with the etched weapon; Effect The rune casts a DC 20 earthbind spell on the flying creature." + }, + { + "name": "Earthglide Cloak", + "trait": "Earth, Invested, Occult", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3081", + "summary": "This brown-and-gold cloak covers you from head to toe. Its weighty fabric doesn't move with the wind, instead hanging still as if carved of stone. ", + "activation": "Glide Through Earth [one-action] (manipulate); Frequency once per hour; Effect You Burrow through dirt and stone up to your land Speed, leaving no tunnels or signs of your passing. If you end your movement inside solid stone, you are forcibly expelled into the nearest open area, taking 1d6 bludgeoning damage for every 5 feet between the end of your movement and the open area." + }, + { + "name": "Earthsight Box", + "trait": "Magical, Scrying, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3417", + "summary": "This fine wooden box is inlaid with Dwarven runes, with hinges and a clasp of iron. The box contains handfuls of fine sand. ", + "activation": "Replicate Earth 1 minute (concentrate, manipulate); Frequency once per day; Effect You hold the box closed and, while envisioning the terrain, turn the box clockwise three times. When you open the box, the sand reveals, in miniature, the stone terrain surrounding you, to a range of 60 feet. This shows details of paths, hills, embankments, boulders, and even artificial structures like walls and ditches, as long as they're made of stone and earth. If you're underground, it reveals tunnels and voids in the earth within 60 feet at your current depth. The sand maintains its shape until you close the box." + }, + { + "name": "Ebon Fulcrum Lens", + "trait": "Invested, Necromancy, Occult, Unique", + "item_category": "Other", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=942", + "summary": "Fulcrum lenses are unique magical crystals that each contain a sliver of Nhimbaloth's essence. They belong to a larger set of lenses created to manipulate or even bind the Empty Death; most of the other lenses are long lost and likely destroyed. The Haruvex family came into possession of four of the lenses, and they knew that bringing them together focused Nhimbaloth's attention in unprecedented and dangerous ways. Belcorra brought all four lenses to the Abomination Vaults with her, intending to install them in Gauntlight for her ultimate revenge upon Absalom. She also created a special receptacle called the Fulcrum Lattice to hold the lenses so that their power could be focused together. She realized the danger of keeping the fulcrum lenses too close together until the right time and spread them out among loyal groups in the Abomination Vaults' lowest levels for safekeeping.", + "activation": "two-actions] Interact; Frequency once per day; Requirement At least one glimmer remains in the Ebon Fulcrum Lens; Effect You draw upon a glimmer of Nhimbaloth's essence for power; reduce the number of glimmers remaining in the lens by 1. You're quickened for 1 minute and gain a +1 item bonus to attack rolls, saving throws, and DCs. You can use this extra action to Stride or Step, or for an action in a special ghost ability you have." + }, + { + "name": "Ebon Marionette", + "trait": "Enchantment, Magical, Mental, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1715", + "summary": "This puppet is carved out of ebony wood and affixed to violet strings for easy manipulation. ", + "activation": "three-actions] envision, Interact; Frequency once per day; Effect When you Activate the ebon marionette while envisioning a specific creature within 40 feet, you can force the creature to mimic a single action you make with the puppet. You might command the creature to throw down its weapon, run away, or attack an ally. Whenever you issue a command, the creature must succeed at a DC 28 Will save or be forced to follow the command as its first action on its next turn. If you command it to do something that takes more than 1 action, it accomplishes only as much as it can with 1 action." + }, + { + "name": "Echo Receptors", + "trait": "Graft, Invested, Magical, Uncommon", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3183", + "summary": "You can sense your surroundings using sonic pings rather than relying on your vision. You gain echolocation at 40 feet, allowing you to use hearing as a precise sense." + }, + { + "name": "Echo Token", + "trait": "Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3521", + "summary": "Visitors to the Echo Repository always emerge with one of these silver coins, stamped with the visage of a faceless queen, somewhere on their person. An echo token carries a minute shard of the Echo Repository's mission to impart lost information.", + "activation": "Flip a Coin [one-action] (manipulate); Effect When flipped, the coin disintegrates into a glittery mist. You learn and memorize one random fact about a specific type of Lore (such as Architecture Lore, Elf Lore, Astral Plane Lore) that you didn't previously know, chosen by the GM. The next time you attempt a check to Recall Knowledge on this type of Lore within the next year, you gain a +1 status bonus on the check. You can benefit from only one echo token at a time in this way; if you Flip another echo token, the Lore skill changes. However, the memorized fact will remain perfectly in your memory forever unless magically altered or removed." + }, + { + "name": "Ectoplasmic Tracer", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1535", + "summary": "This sticky, fluorescing substance, stored in an atomizing nozzle, sprays all creatures within a 15-foot cone when released. This marks any incorporeal creatures in the cone for 1d4 days. Anyone attempting to Track a marked creature gains a +2 item bonus to the check. The tracer has no effect on corporeal creatures, nor incorporeal creatures not formed of spiritual essence, such as animate dreams that are purely mental in nature.", + "activation": "one-action] Interact" + }, + { + "name": "Effervescent Ampoule", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2971", + "summary": "Light spring water fizzes and bubbles within this small glass globe, spilling onto the affixed armor when activated. Until the end of your turn, you can move across water and other liquids as if they were solid ground. Your movement does not trigger any device or hazard that relies on a weight-sensitive pressure plate or similar device. When the ampoule's effect ends, you sink, fall, break through flimsy ground, or land on pressure plates as normal for your current location.", + "activation": "one-action] (manipulate); Requirements You're trained in Acrobatics" + }, + { + "name": "Effervescent Decoction", + "trait": "Air, Consumable, Evocation, Magical, Potion, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=1608", + "summary": "This bubbly potion is purportedly made from winds gathered from the Mana Wastes and distilled into a liquor. For 1 hour after you imbibe the …", + "activation": "one-action] Interact" + }, + { + "name": "Egg Cream Fizz", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1915", + "summary": "Containing neither eggs nor cream, an egg cream fizz contains milk or nut milk, sparkling water, and flavored syrup, frothed and chilled. Upon drinking, you feel lighter and more buoyant, gaining a +5-foot item bonus to your Speed for 10 minutes. During this time, you also gain another effect determined by the drink's syrup, which is chosen when the drink is created.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Eidetic Potion", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2081", + "summary": "Bright pink, pale lavender, and vibrant orange colors swirl through this purplish liquid, making the eidetic potion resemble an unforgettable sunset. When you drink this potion, for 1 round, anything you observe becomes locked into your memory. You can recall the memory perfectly and gain a +2 status bonus to create representations of that memory, whether using Crafting to create an artistic rendition or Society to create a Forgery. The memory remains locked for 1 week or until you benefit from the bonus it imparts for the first time, whichever comes first; afterward, it becomes a normal, fallible memory. You can only have a single memory locked in your mind at a time. Using this potion while you have a locked memory from a previous use makes the previously locked memory fallible but allows you to lock a new memory.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Eidolon Cape", + "trait": "Focused, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2323", + "summary": "Though it appears to be one elegant piece, an eidolon cape consists of a mantle for your shoulders and a detachable cape. The cape is designed to resemble your eidolon, either with a direct likeness or with features reminiscent of your eidolon. For instance, if your eidolon is a dragon, the cape might depict a stylized dragon, or it might have a pattern of colorful scales with gold trim. An eidolon cape features the sigil you share with your eidolon prominently in its design. You gain a +2 item bonus to the skill that matches your eidolon's tradition: Arcana for arcane, Religion for divine, Occultism for occult, or Nature for primal.", + "activation": "free-action] (concentrate); Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a summoner link spell. If not used by the end of your turn, this Focus Point is lost." + }, + { + "name": "Elder Seed", + "trait": "Consumable, Primal, Rare", + "item_category": "Blighted Boons", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2370", + "summary": "An enormous, perfect, ripe seed from a tree important to a region's druids, an elder seed exudes vitality. Plant life grows quickly and abundantly around it. Anyone who touches the seed understands the nature of its power. Swallowing it whole imparts its effects, but succeeding at the save against the boon causes the swallower to regurgitate the seed.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Elder Sign", + "trait": "Abjuration, Artifact, Occult, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=611", + "summary": "This stone tablet is carved with the symbol of a five-branched twig. There are only a limited number of elder signs, and each time one is destroyed, the universe’s doom creeps inexorably closer. Reciting one of three different occult mantras (DC 20 Occultism check to do so correctly) allows three different activations. All three abilities work only on a creature connected to the Elder Mythos or a cosmic horror, such as a wendigo or gug; the activations refer to them as “eldritch creatures.”", + "activation": "two-actions] command, envision, Interact; Effect The elder sign casts dimensional lock, though it wards against travel by only eldritch creatures. Each time the elder sign casts dimensional lock in this way, the previous dimensional lock spell ends." + }, + { + "name": "Eldritch Flare", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2002", + "summary": "This poison draws power from the magic of its victim. If a creature under the effects of eldritch flare Casts a Spell, excess magical energy feeds back into the toxin, increasing the DC of the poison by 2 that round. In addition, if the spell deals damage, the poison deals half its damage as one of the types of damage the spell deals (the other half remains poison damage). If the target is immune or has resistance to the spell's damage, the poison deals half its damage as mental damage instead. If the victim casts no spells during a round while affected, the poison still deals its poison damage.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Electrocable", + "trait": "Electricity, Fire, Rare", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1147", + "summary": "This footlong length of conductive cable is capped on both ends by grounded handles containing Stasian coils. These coils can be turned on or off as a single action. While on, the coils electrify the cable, dealing 1d6 electricity and 1d6 fire damage in a thin precise line to anything the cable touches, though the cable is too unwieldy to use as a weapon. Electrocables are typically used to “cut” a thin straight line through metal. They ignore 10 points of a metal object's hardness." + }, + { + "name": "Electromuscular Stimulator", + "trait": "Consumable, Gadget, Rare", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1109", + "summary": "This rare gadget uses Stasian technology to grant someone a burst of activity, though its use can be painful. The electromuscular stimulator must be carefully attached to you, requiring 1 minute to do so. You can attach an electromuscular stimulator to yourself. When you Activate an attached electromuscular stimulator, roll a Crafting check, using the Crafting modifier of the creature who attached the stimulator to you, with a DC equal to the standard DC for your level. The effects of the activation depend on the result of the Crafting check.", + "activation": "two-actions] Interact" + }, + { + "name": "Elemental Ammunition (Greater)", + "trait": "Alchemical, Consumable, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1897", + "summary": "When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing persistent acid, cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Elemental Ammunition (Lesser)", + "trait": "Alchemical, Consumable, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1897", + "summary": "When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing persistent acid, cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Elemental Ammunition (Moderate)", + "trait": "Alchemical, Consumable, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1897", + "summary": "When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing persistent acid, cold, electricity, fire, or poison damage to the target and splash damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Elemental Fragment", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=2653", + "summary": "This chunk of solidified planar energy is as large as a walnut and comes in six different varieties: a clear piece of crystal for the Plane of Air, a rough piece of rock for the Plane of Earth, a solidified piece of cooled lava for the Plane of Fire, a compact piece of iron for the Plane of Metal, a solid piece of ice for the Plane of Water, or a compact mass of plant matter for the Plane of Wood. You crack the fragment as you activate it, unleashing the planar energy within. This energy casts a spell of your choice: a 5th-rank elemental form spell affecting you or a 5th-rank summon elemental spell; if you summon an elemental, you can Sustain the activation to keep control of the elemental. The spell's element matches that of the fragment.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Elemental Fragment (Greater)", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=2653", + "summary": "This chunk of solidified planar energy is as large as a walnut and comes in six different varieties: a clear piece of crystal for the Plane of Air, a rough piece of rock for the Plane of Earth, a solidified piece of cooled lava for the Plane of Fire, a compact piece of iron for the Plane of Metal, a solid piece of ice for the Plane of Water, or a compact mass of plant matter for the Plane of Wood. You crack the fragment as you activate it, unleashing the planar energy within. This energy casts a spell of your choice: a 5th-rank elemental form spell affecting you or a 5th-rank summon elemental spell; if you summon an elemental, you can Sustain the activation to keep control of the elemental. The spell's element matches that of the fragment.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Elemental Fragment (Major)", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=2653", + "summary": "This chunk of solidified planar energy is as large as a walnut and comes in six different varieties: a clear piece of crystal for the Plane of Air, a rough piece of rock for the Plane of Earth, a solidified piece of cooled lava for the Plane of Fire, a compact piece of iron for the Plane of Metal, a solid piece of ice for the Plane of Water, or a compact mass of plant matter for the Plane of Wood. You crack the fragment as you activate it, unleashing the planar energy within. This energy casts a spell of your choice: a 5th-rank elemental form spell affecting you or a 5th-rank summon elemental spell; if you summon an elemental, you can Sustain the activation to keep control of the elemental. The spell's element matches that of the fragment.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Elemental Gem", + "trait": "Conjuration, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=243", + "summary": "You shout the name of an elemental lord and dash this glassy gem against a hard surface to activate it. It cracks open, casting a 5th-level summon elemental spell to summon forth an elemental you control as long as you spend an action each round to Sustain the Activation.", + "activation": "two-actions] command, Interact" + }, + { + "name": "Elemental Wayfinder (Air)", + "trait": "Air, Evocation, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=470", + "summary": "This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe.", + "activation": "minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space." + }, + { + "name": "Elemental Wayfinder (Earth)", + "trait": "Earth, Evocation, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=470", + "summary": "This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe.", + "activation": "minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space." + }, + { + "name": "Elemental Wayfinder (Fire)", + "trait": "Evocation, Fire, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=470", + "summary": "This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe.", + "activation": "minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space." + }, + { + "name": "Elemental Wayfinder (Water)", + "trait": "Evocation, Invested, Magical, Uncommon, Water", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=470", + "summary": "This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe.", + "activation": "minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space." + }, + { + "name": "Elixir of Gender Transformation (Greater)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3307", + "summary": "This clear, bitter liquid can be ingested to change certain secondary sex characteristics. Different formulations create different changes—for example, one variety might cause the voice to deepen and promote body and facial hair growth, while another might cause fat redistribution around the hips and the growth of breasts. These changes tend to be accompanied by shifting of the fat in the face, sometimes dramatically or sometimes more subtly changing the user's appearance. Changes from this elixir take place gradually over the course of months or years, depending on the type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Elixir of Gender Transformation (Lesser)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3307", + "summary": "This clear, bitter liquid can be ingested to change certain secondary sex characteristics. Different formulations create different changes—for example, one variety might cause the voice to deepen and promote body and facial hair growth, while another might cause fat redistribution around the hips and the growth of breasts. These changes tend to be accompanied by shifting of the fat in the face, sometimes dramatically or sometimes more subtly changing the user's appearance. Changes from this elixir take place gradually over the course of months or years, depending on the type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Elixir of Gender Transformation (Moderate)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3307", + "summary": "This clear, bitter liquid can be ingested to change certain secondary sex characteristics. Different formulations create different changes—for example, one variety might cause the voice to deepen and promote body and facial hair growth, while another might cause fat redistribution around the hips and the growth of breasts. These changes tend to be accompanied by shifting of the fat in the face, sometimes dramatically or sometimes more subtly changing the user's appearance. Changes from this elixir take place gradually over the course of months or years, depending on the type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Elixir of Life (Greater)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3308", + "summary": "Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Elixir of Life (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3308", + "summary": "Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Elixir of Life (Major)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3308", + "summary": "Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Elixir of Life (Minor)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3308", + "summary": "Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Elixir of Life (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3308", + "summary": "Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Elixir of Life (True)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3308", + "summary": "Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Elixir of Rejuvenation", + "trait": "Alchemical, Consumable, Elixir, Healing, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3309", + "summary": "The elixir of rejuvenation restores a creature to full health and eradicates toxins affecting it. When you drink this elixir, you're restored to your maximum Hit Points, and all afflictions of 20th level or lower affecting you are removed.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Elsie's Excellent Bottled Vim", + "trait": "Alchemical, Consumable, Elixir, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2695", + "summary": "A dose of this slightly fizzy, pale-pink tonic vitalizes the body and bolsters the spirit, bringing those suffering from aches and pains brought on by illness some temporary respite. For 8 hours after drinking this elixir, reduce the value of one of the following conditions you're suffering by 1: clumsy, drained, enfeebled, or sickened. A condition whose value is reduced to 0 is not removed; after 8 hours, the condition returns to its original value, unless its duration expired or it was removed by another means.", + "activation": "Interact" + }, + { + "name": "Elven Absinthe", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=631", + "summary": "Specialists in Kyonin prepare this emerald-green beverage. Saving Throw DC 20 Fortitude; Onset 1 hour; Maximum Duration 1 day; Stage 1 +2 …", + "activation": "one-action] Interact" + }, + { + "name": "Elysian Clairglass", + "trait": "Magical, Rare, Scrying", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3493", + "summary": "Used by soldiers who battle on the borderlands of Elysium, particularly in Gorum’s realm of Clashing Shore, these bronze spyglasses are somewhat plain-looking save for a single diamond set into the largest cylinder. An Elysian clairglass functions like a typical spyglass, but you can see twenty times farther while looking through it, rather than eight times farther. It also grants a +3 item bonus to Perception checks to notice details at a distance.", + "activation": "Pinpoint [two-actions] (concentrate, manipulate); Frequency once per day; Effect You cast pinpoint." + }, + { + "name": "Elysian Dew", + "trait": "Consumable, Magical, Potion, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2082", + "summary": "When you drink sweet, sky-blue Elysian dew, for 1 minute, you gain a 10-foot aura that evokes the vitality of Elysium, causing nearby objects to seem more colorful and plants to stand taller. You and any ally that starts its turn in the emanation gain 5 temporary Hit Points, a +1 item bonus to saving throws, and a +1 item bonus to Acrobatics and Athletics checks until the start of your or the ally's next turn. If you're evil and drink this potion, it fails to work, and you must succeed at a DC 30 Fortitude save or the potion renders you drained 2.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Ember Dust", + "trait": "Consumable, Evocation, Fire, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=1504", + "summary": "This handful of gritty black dust glows faintly, like old coals, but is cool to the touch. When ember dust is sprinkled upon the ground or a flat surface in an adjacent unoccupied square, the dust transforms into a bonfire that fills the majority of the square. For 8 hours, the bonfire blazes regardless of whether it has any fuel. The fire doesn't harm the surface on which it was sprinkled, and it can't be extinguished except by fully dousing or submerging it in water, or by smothering it completely. Anything that's lit from the bonfire requires fuel to burn and can be quenched normally. While it's safe enough to move through the space and edge around the bonfire, a creature remaining in the bonfire for at least a full round takes 1d6 fire damage each round. After 8 hours, the bonfire becomes a normal fire and continues burning only as conditions permit.", + "activation": "one-action] Interact" + }, + { + "name": "Emberheart", + "trait": "Apex, Invested, Magical, Necromancy", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1054", + "summary": "This small, heart-shaped amulet appears to be sculpted from stone with a single streak of dim light running through, like an ember just beneath ashes. When worn, the amulet gives off a gentle warmth, akin to being near a fireplace. You gain poison resistance 15 when wearing this amulet.", + "activation": "two-actions] Interact (healing, magical, necromancy, positive); Frequency once per day; Effect You hold the amulet aloft as a ripple of warm orange light exudes outward. Each ally in a 30-foot emanation regains 30 Hit Points and gains a +3 status bonus to Fortitude saves until the end of their next turn." + }, + { + "name": "Emerald Fulcrum Lens", + "trait": "Invested, Necromancy, Negative, Occult, Unique", + "item_category": "Other", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=942", + "summary": "Fulcrum lenses are unique magical crystals that each contain a sliver of Nhimbaloth's essence. They belong to a larger set of lenses created to manipulate or even bind the Empty Death; most of the other lenses are long lost and likely destroyed. The Haruvex family came into possession of four of the lenses, and they knew that bringing them together focused Nhimbaloth's attention in unprecedented and dangerous ways. Belcorra brought all four lenses to the Abomination Vaults with her, intending to install them in Gauntlight for her ultimate revenge upon Absalom. She also created a special receptacle called the Fulcrum Lattice to hold the lenses so that their power could be focused together. She realized the danger of keeping the fulcrum lenses too close together until the right time and spread them out among loyal groups in the Abomination Vaults' lowest levels for safekeeping.", + "activation": "two-actions] Interact; Frequency once per day; Requirement At least one glimmer remains in the Ebon Fulcrum Lens; Effect You draw upon a glimmer of Nhimbaloth's essence for power; reduce the number of glimmers remaining in the lens by 1. You're quickened for 1 minute and gain a +1 item bonus to attack rolls, saving throws, and DCs. You can use this extra action to Stride or Step, or for an action in a special ghost ability you have." + }, + { + "name": "Emerald Grasshopper", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2972", + "summary": "This metal grasshopper studded with emeralds is usually clasped to the legs of a suit of armor. When you activate it, make a Leap, traveling up to 40 feet horizontally and up to 10 feet vertically. If you don't end your jump on solid ground, you flutter in the air until the end of your turn, then fall harmlessly at a rate of 60 feet per round until you reach the ground.", + "activation": "one-action] (concentrate); Requirements You are trained in Athletics" + }, + { + "name": "Emerald Grasshopper (Greater)", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2972", + "summary": "This metal grasshopper studded with emeralds is usually clasped to the legs of a suit of armor. When you activate it, make a Leap, traveling up to 40 feet horizontally and up to 10 feet vertically. If you don't end your jump on solid ground, you flutter in the air until the end of your turn, then fall harmlessly at a rate of 60 feet per round until you reach the ground.", + "activation": "one-action] (concentrate); Requirements You are trained in Athletics" + }, + { + "name": "Emergency Disguise", + "trait": "Conjuration, Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=862", + "summary": "In Woodsedge Lodge, this thin red ribbon, typically worn around the neck, symbolizes the reach of Galt's soul-trapping guillotines, the infamous final blades. Each of these talismans stores a specific disguise, chosen at the time of its creation. When activated, the talisman applies a disguise to its wearer, allowing them to Impersonate without taking the time to assemble a convincing disguise first. The components the disguise creates can appear to be worth up to 3 gp total. The instant nature of the disguise leaves a few traces of its haphazard nature, imposing a –2 circumstance penalty on checks to Impersonate using the disguise. Wearers with the Quick Disguise feat don't take this penalty. Any objects created as a part of the disguise disappear after 24 hours or after you remove them.", + "activation": "one-action] envision; Requirements You're trained in Deception." + }, + { + "name": "Emergency Eye", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2104", + "summary": "This eye, harvested from a monster, looks like it's peacefully sleeping but gives you a backup when you can't use your eyes. When the eye is activated, the eyelid pops open, and the eye stares frantically about. You see through the eye with normal vision until the end of your next turn, when the eye withers and flakes away.", + "activation": "free-action] (concentrate); Trigger You become blinded, or an effect otherwise impedes your vision; Requirements You are an expert in Perception." + }, + { + "name": "Emetic Paste (Greater)", + "trait": "Alchemical, Consumable, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1939", + "summary": "Sickened creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a sickened creature within reach, typically on the throat. The paste makes it easy for the sickened creature to purge, granting it an immediate Fortitude save to reduce its sickened condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the sickened condition for 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Emetic Paste (Lesser)", + "trait": "Alchemical, Consumable, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1939", + "summary": "Sickened creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a sickened creature within reach, typically on the throat. The paste makes it easy for the sickened creature to purge, granting it an immediate Fortitude save to reduce its sickened condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the sickened condition for 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Emetic Paste (Moderate)", + "trait": "Alchemical, Consumable, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1939", + "summary": "Sickened creatures have difficulty swallowing, so you can Activate emetic paste by applying it to your skin or that of a sickened creature within reach, typically on the throat. The paste makes it easy for the sickened creature to purge, granting it an immediate Fortitude save to reduce its sickened condition. The paste grants the target an item bonus to that save and to all saving throws to reduce the sickened condition for 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Empath's Cordial", + "trait": "Consumable, Magical, Mental, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2083", + "summary": "The pale liquid of empath's cordial changes color to reflect the mood of the creature nearest to it—turning blue for calm, red for anger, and green for envious, among other hues. For 1 hour after you drink this potion, you can sense the presence of general emotions, such as hostility toward you or the presence of an emotion effect impacting a creature's emotions, within 30 feet. A creature that failed a saving throw against calm emotions can't be detected. This potion doesn't allow you to automatically tell what emotions a specific creature is experiencing, but you can attempt a Perception check with a +2 item bonus (DC set by the GM) to discern that information. The potion also grants you a +1 item bonus to Perception checks to Sense Motive against creatures whose emotions you can sense.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Empathic Cords", + "trait": "Divination, Invested, Magical, Mental, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1465", + "summary": "These intracately braided lenghts of leather, twince, and ribbon can be worn around the neck. Empathic cords function only with the other cord in their pair and must be crafted together. If one cord becomes broken, the other dissolves in to non-magical dust. The Price listed above is for a pair of cords. The creatures wearing a pair of empathic cords can sense each other's feelings and communicate empathically, no matter how far away they are, as long as the creatures are on the same planet.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect You cast message, targeting the creature wearing the matching cord. The range of this message is planetary." + }, + { + "name": "Empathy Charm", + "trait": "Companion, Magical, Uncommon", + "item_category": "Assistive Items", + "item_subcategory": "Animal Companion Mobility Aids", + "bulk": "", + "url": "/Equipment.aspx?ID=2151", + "summary": "This charm, usually placed on an animal companion's collar, contains a single strand of your hair, as well as one of your animal companion's, creating a link that better transmits emotional cues to a trained psychological assistance animal.", + "activation": "reaction] (concentrate); Frequency once per day; Trigger You attempt a saving throw against an emotion effect; Requirements Your animal companion wearing the empathy charm is within 10 feet; Effect Your animal companion senses the effect and attempts to calm you. You gain a +1 circumstance bonus against the triggering save." + }, + { + "name": "Emperor's Peak Quartz Bracelet", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3766", + "summary": "While most residents of—and travelers to—the Five Kings Mountains live underground, a significant number of people explore the regions’ awe-inspiring peaks. Among their many discoveries on Emperor’s Peak is a deposit of rainbow-colored rock crystal quartz with inherent magical properties that aid in survival, especially in the mountains. Dwarven artisans fashion chunks of this translucent quartz into fashionable bracelets. Wearing such a bracelet grants you a +1 item bonus to Survival checks to Sense Direction and Subsist. This bonus increases to +3 when in mountainous terrain. If you attempt a Survival check to Subsist after 8 hours or less of exploration, you take only a –2 penalty instead of a –5 penalty." + }, + { + "name": "Empty Hand Marking", + "trait": "Invested, Magical, Rare, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3656", + "summary": "Members of the Empty Hand consider themselves leaders of Belkzen, and their fearsome reputation has helped control Urgir for generations. As a proud member or honored guest of the hold, you’ve been allowed to bear their mark. The tattoo depicts a partially closed hand that grasps nothing. Many people wear this tattoo on their faces, but others have it on an exposed shoulder or arm.", + "activation": "Reproach [free-action] (concentrate); Frequency once per day; Trigger You successfully Coerce a creature; Effect The maximum duration of the target’s compliance increases to 1d4 days, rather than 1 day." + }, + { + "name": "Encompassing Lockpick", + "trait": "Conjuration, Extradimensional, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1240", + "summary": "This lockpick houses a small compartment containing many smaller picks and other miniature tools. The lockpick itself is surprisingly malleable, belying the components within. An almost-impossible number of other tools are hidden in the compartment, including an entire set of infiltrator thieves' tools and any replacement picks, an elite disguise kit and any replacement cosmetics, and an extreme climber's kit, all while still somehow remaining only light Bulk. This makes the encompassing lockpick a favorite discreet option for rogues infiltrating high society events, as formal wear generally has few pockets and only allows a character to wear a single tool kit of light Bulk." + }, + { + "name": "Endless Grimoire", + "trait": "Divination, Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=992", + "summary": "When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +1 item bonus to checks to Learn a Spell if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 1st-level spell." + }, + { + "name": "Endless Grimoire (Greater)", + "trait": "Divination, Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=992", + "summary": "When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +1 item bonus to checks to Learn a Spell if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 1st-level spell." + }, + { + "name": "Endless Grimoire (Major)", + "trait": "Divination, Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=992", + "summary": "When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +1 item bonus to checks to Learn a Spell if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 1st-level spell." + }, + { + "name": "Endless Grimoire (True)", + "trait": "Divination, Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=992", + "summary": "When opened, this grimoire has unlimited pages that, oddly, seem almost eager to transcribe spells. Unlike most grimoires, it has no limits to its number of spells. The grimoire's eagerness to contain your spells grants you a +1 item bonus to checks to Learn a Spell if you do so by transcribing the spell into the grimoire. If you use the grimoire during your daily preparations and are capable of preparing spells of the appropriate level, the grimoire's nature leaks into your mind, allowing you to prepare an additional 1st-level spell." + }, + { + "name": "Endless Quiver", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3962", + "summary": "Elite archers can go through countless arrows over the course of a battle. Smart ones carry an endless quiver to ensure they never run out. This quiver holds 40 mundane arrows and regenerates 10 per hour. Once an arrow is removed from the endless quiver, it dissipates after 1 minute.", + "activation": "Convert Arrows [one-action] (manipulate); Frequency once per day; Effect You tap the quiver, and the arrows inside transform into cold iron or silver. They revert to wood after 1 minute." + }, + { + "name": "Energized Cartridge", + "trait": "Consumable, Magical, Talisman, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1227", + "summary": "This simple brass shell casing contains trace amounts of alchemical ingredients and is usually attached to the underside of the affixed weapon's barrel. When activated, it causes the ammunition fired from the affixed weapon to transform into your choice of acid, cold, electricity, or fire, dealing damage of the appropriate energy type instead of its usual damage as well as 1d6 persistent damage of the same type on a critical hit.", + "activation": "free-action] envision; Trigger You attempt an attack roll with the affixed firearm or crossbow; Requirements You're trained in use of the affixed firearm or crossbow." + }, + { + "name": "Energizing", + "trait": "Abjuration, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1241", + "summary": "PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin", + "activation": "reaction] envision; Trigger You take acid, cold, electricity, fire, or sonic damage; Effect The weapon becomes imbued with the triggering energy type. It deals an additional 1d8 damage of the triggering type until the end of your next turn. As normal, if you use this reaction again during the duration, the damage doesn't combine; instead, change the 1d8 damage to the new triggering type of damage and change the duration to the end of your next turn." + }, + { + "name": "Energizing Pill", + "trait": "Alchemical, Consumable, Lozenge, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=3152", + "summary": "This special blend of potent herbs comes in the form of a compact ball that allows it to be held in the mouth, where it remains for 1 hour. An energizing pill has a bitter taste at first, but the longer one lets it soak, the more complex and sweet its flavor grows. It heightens your reactions, granting you a +2 item bonus to initiative rolls with Perception." + }, + { + "name": "Energizing Tea", + "trait": "Consumable, Magical, Potion, Tea, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Tea", + "bulk": "L", + "url": "/Equipment.aspx?ID=3141", + "summary": "This sweet and refreshing tea is made by adding a mixture of honey, lemon slices, and sliced ginger. This is considered to be the bare minimum when serving energizing tea, and many go above and beyond by adding additional citrus fruits or berries to the mix or refusing to serve the tea at all without accompanying it with a full platter of spiced pastries and sweets. This golden tea has energizing properties and, when consumed, grants you a +1 item bonus to Athletics and Acrobatics checks for 10 minutes.", + "activation": "one-action] Interact or 10 minutes (concentrate, Interact)" + }, + { + "name": "Energizing Treat", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=2118", + "summary": "An energizing treat is a treat made from meat or grains. When you feed your animal companion or familiar an energizing treat, it's quickened for 1 minute. It can use the extra action each round only for Strike, Stride, and Support actions, and it can do so only if it normally has those actions available and you take the proper action to command it.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Energy Adaptive", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1830", + "summary": "A complex pattern of protective symbols gives protection against various forms of energy, but only part of the runic structure can be active at a given time.", + "activation": "reaction] (concentrate); Frequency once per hour; Trigger You take acid, cold, electricity, or fire damage; Effect You gain resistance 5 to the triggering damage type. This doesn't apply to the triggering damage. This resistance lasts until you Activate this rune again or the armor is no longer invested by you." + }, + { + "name": "Energy Breath Potion (Greater)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2941", + "summary": "Distilled from the energy of dangerous spells, an energy breath potion grants you the Energy Breath action for 1 hour after you imbibe the concoction. The potency of the breath depends on the potion's type, based on how long the distilled ingredients were aged. This potion has the trait matching the damage type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Energy Breath Potion (Lesser)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2941", + "summary": "Distilled from the energy of dangerous spells, an energy breath potion grants you the Energy Breath action for 1 hour after you imbibe the concoction. The potency of the breath depends on the potion's type, based on how long the distilled ingredients were aged. This potion has the trait matching the damage type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Energy Breath Potion (Moderate)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2941", + "summary": "Distilled from the energy of dangerous spells, an energy breath potion grants you the Energy Breath action for 1 hour after you imbibe the concoction. The potency of the breath depends on the potion's type, based on how long the distilled ingredients were aged. This potion has the trait matching the damage type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Energy Mutagen (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1962", + "summary": "When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Energy Mutagen (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1962", + "summary": "When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Energy Mutagen (Major)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1962", + "summary": "When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Energy Mutagen (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1962", + "summary": "When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire. When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At higher levels, it can even grant you the ability to unleash the energy in controlled bursts.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Energy Robe (Acid)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1317", + "summary": "This brightly colored linen robe is covered in delicate embroidery depicting creatures and natural phenomena suiting its aligned energy, such as a living thunderclap, pools of acid, roaring flames, or dancing marids.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type." + }, + { + "name": "Energy Robe (Cold)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1317", + "summary": "This brightly colored linen robe is covered in delicate embroidery depicting creatures and natural phenomena suiting its aligned energy, such as a living thunderclap, pools of acid, roaring flames, or dancing marids.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type." + }, + { + "name": "Energy Robe (Electricity)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1317", + "summary": "This brightly colored linen robe is covered in delicate embroidery depicting creatures and natural phenomena suiting its aligned energy, such as a living thunderclap, pools of acid, roaring flames, or dancing marids.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type." + }, + { + "name": "Energy Robe (Fire)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1317", + "summary": "This brightly colored linen robe is covered in delicate embroidery depicting creatures and natural phenomena suiting its aligned energy, such as a living thunderclap, pools of acid, roaring flames, or dancing marids.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect You speak a command word, and the embroidered threads in the robe glow vividly. The benefit you receive from the energy robe depends on its type." + }, + { + "name": "Energy Toxin Bottle", + "trait": "Consumable, Cursed, Magical, Potion, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2378", + "summary": "This glass bottle embellished with brass decorations appears to be a lesser energy breath potion of a specific type, but has been polluted, making it toxic to use.", + "activation": "one-action] (manipulate); Effect You drink from the bottle and must succeed at a DC 25 Fortitude saving throw or become sickened 1 (sickened 2 on a critical failure) and immediately vomit the potion directly onto yourself, taking 5d6 damage of the same damage type the potion deals and expending the item. If you succeed at your Fortitude save, you become sickened 1 but otherwise are able to unleash Energy Breath as normal for a lesser energy breath potion of the appropriate type." + }, + { + "name": "Energy-Absorbing", + "trait": "Abjuration, Magical, Rare", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1763", + "summary": "As with energy-resistant runes, these runes convey protective forces from the Elemental Planes. You gain 5 resistance to acid, cold, electricity, or fire. The crafter chooses the damage type when creating the rune. Multiple energy-absorbing runes can be etched onto a suit of armor; rather than using only the highest-level effect, each must provide resistance to a different type. When an energy-absorbing rune provides resistance to damage from a foe's attack or ability, the armor itself appears to become infused with that energy, be it dripping with acid, riming over in frost, crackling with lightning, or flickering with flames. This effect does not inflict damage itself and ends at the start of your next turn, or as soon as you take the following reaction.", + "activation": "reaction] envision; Trigger Your armor is infused with energy and you take damage from a melee Strike; Effect You unleash the infused energy against the triggering melee Strike, inflicting 2d6 damage of that energy type to the creature who made the melee Strike." + }, + { + "name": "Energy-Absorbing (Greater)", + "trait": "Abjuration, Magical, Rare", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1763", + "summary": "As with energy-resistant runes, these runes convey protective forces from the Elemental Planes. You gain 5 resistance to acid, cold, electricity, or fire. The crafter chooses the damage type when creating the rune. Multiple energy-absorbing runes can be etched onto a suit of armor; rather than using only the highest-level effect, each must provide resistance to a different type. When an energy-absorbing rune provides resistance to damage from a foe's attack or ability, the armor itself appears to become infused with that energy, be it dripping with acid, riming over in frost, crackling with lightning, or flickering with flames. This effect does not inflict damage itself and ends at the start of your next turn, or as soon as you take the following reaction.", + "activation": "reaction] envision; Trigger Your armor is infused with energy and you take damage from a melee Strike; Effect You unleash the infused energy against the triggering melee Strike, inflicting 2d6 damage of that energy type to the creature who made the melee Strike." + }, + { + "name": "Energy-Resistant", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2788", + "summary": "These symbols convey protective forces from the Elemental Planes. You gain resistance 5 to acid, cold, electricity, or fire. The crafter chooses the damage type when creating the rune. Multiple energy-resistant runes can be etched onto a suit of armor; rather than using only the strongest effect, each must provide resistance to a different damage type. For instance, a +2 acid-resistant greater fire-resistant breastplate would give you acid resistance 5 and fire resistance 10." + }, + { + "name": "Energy-Resistant (Greater)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2788", + "summary": "These symbols convey protective forces from the Elemental Planes. You gain resistance 5 to acid, cold, electricity, or fire. The crafter chooses the damage type when creating the rune. Multiple energy-resistant runes can be etched onto a suit of armor; rather than using only the strongest effect, each must provide resistance to a different damage type. For instance, a +2 acid-resistant greater fire-resistant breastplate would give you acid resistance 5 and fire resistance 10." + }, + { + "name": "Enervating Powder", + "trait": "Alchemical, Consumable, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3332", + "summary": "This carefully concocted mixture of fungal spores and ground bones has paralytic properties that make it a valuable poison. Saving Throw DC 28 …", + "activation": "one-action] (manipulate)" + }, + { + "name": "Enfilading Arrow", + "trait": "Conjuration, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1253", + "summary": "This arrow splits at the far end of the shaft into five branching arrowheads, making it impractical for single targets but deadly in combat. When you fire an activated enfilading arrow, it sails upward and shatters into countless copies. The arrows then rain down in a 10-foot burst at any point within your weapon's first range increment, dealing 6d8 piercing damage to all creatures in the area (DC 25 basic Reflex).", + "activation": "one-action] Interact" + }, + { + "name": "Engulfing Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3369", + "summary": "You arrange a spiky cage of bones, particularly tough vegetation, or other material to spring up when disturbed. The snare deals 10d8 piercing damage to the first creature to enter this square; that creature must attempt a DC 34 Reflex save." + }, + { + "name": "Enhanced Hearing Aid", + "trait": "Divination, Magical", + "item_category": "Assistive Items", + "item_subcategory": "Hearing Aids", + "bulk": "L", + "url": "/Equipment.aspx?ID=1349", + "summary": "These hearing aids work like magical hearing aids , but they're designed with a more potent and focused magic. ", + "activation": "free-action] envision; Frequency once per day; Requirements Your hearing aids are currently on; Effect You mentally increase the input of your hearing aids. You gain a +1 item bonus to all hearing-based Perception checks for 10 minutes." + }, + { + "name": "Enigma Mirror", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2229", + "summary": "Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language. The spell DC of any spell cast by activating this item is 23.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast mirror malefactors." + }, + { + "name": "Enigma Mirror (Greater)", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2229", + "summary": "Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language. The spell DC of any spell cast by activating this item is 23.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast mirror malefactors." + }, + { + "name": "Enigma Mirror (Major)", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2229", + "summary": "Mist fills the glass of this small circular hand mirror, creating strange patterns in the shifting gray wisps. The back of the mirror bears a flowing script engraving in an unknown language. The spell DC of any spell cast by activating this item is 23.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast mirror malefactors." + }, + { + "name": "Enigma-Sight Potion", + "trait": "Consumable, Magical, Potion, Revelation", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2084", + "summary": "A vial of this enigma-sight potion seems to contain fragments of kaleidoscopic crystal that reflect mind-bending scenes. However, these “crystals” act like liquid when poured or consumed. Drinking the potion grants you the effects of a truesight spell, except that you use your Perception modifier and half your level, rounded up, for the secret counteract check instead of the normal counteract modifier and spell rank. However, if you critically fail the secret counteract check the effect grants, your mind fills in false, nightmarish information. You become stupefied 1 for 1d4 rounds and stunned 1 as your brain struggles to process what you see.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Ensnaring Disk", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2105", + "summary": "This coin-sized metal disk is inscribed with arcane symbols and mounted on the inner surface of a shield. When you Activate the disk, the triggering weapon momentarily sticks to your shield, allowing you to attempt to Disarm it from its wielder with a +2 item bonus. If you roll a critical failure on this check, you get a failure instead.", + "activation": "free-action] (concentrate); Trigger You use the affixed shield to Shield Block a melee weapon attack; Requirements You are an expert in Athletics." + }, + { + "name": "Entertainer's Cincture", + "trait": "Focused, Invested, Occult", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3082", + "summary": "The designs adorning these lush sashes often imitate the decor of famous opera houses, theaters, and museums. When you invest this item, choose Deception, Diplomacy, Intimidation, or Performance; you gain a +2 item bonus to that skill.", + "activation": "Transcribe [one-action] (manipulate); Frequency once per day; Effect You tuck a small roll of paper into the cincture. For the next 10 minutes or until you Dismiss the activation, any performance you make is recorded on the paper, and the paper expands as necessary to accommodate it. Depending on the type of performance, this might take the form of sheet music, a transcript, or a diagram of dance moves." + }, + { + "name": "Entertainer's Cincture (Greater)", + "trait": "Focused, Invested, Occult", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3082", + "summary": "The designs adorning these lush sashes often imitate the decor of famous opera houses, theaters, and museums. When you invest this item, choose Deception, Diplomacy, Intimidation, or Performance; you gain a +2 item bonus to that skill.", + "activation": "Transcribe [one-action] (manipulate); Frequency once per day; Effect You tuck a small roll of paper into the cincture. For the next 10 minutes or until you Dismiss the activation, any performance you make is recorded on the paper, and the paper expands as necessary to accommodate it. Depending on the type of performance, this might take the form of sheet music, a transcript, or a diagram of dance moves." + }, + { + "name": "Entertainer's Lute", + "trait": "Coda, Occult, Staff", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "L", + "url": "/Equipment.aspx?ID=2267", + "summary": "This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the story of the song you're currently playing (as a free action). Its frets are inlaid with mother of pearl. With its mix of enchantment and illusion magic, it's favored by many traveling minstrels. While playing the lute, you gain a +1 item bonus to Diplomacy and Performance checks.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Entertainer's Lute (Greater)", + "trait": "Coda, Occult, Staff", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "L", + "url": "/Equipment.aspx?ID=2267", + "summary": "This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the story of the song you're currently playing (as a free action). Its frets are inlaid with mother of pearl. With its mix of enchantment and illusion magic, it's favored by many traveling minstrels. While playing the lute, you gain a +1 item bonus to Diplomacy and Performance checks.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Entertainer's Lute (Major)", + "trait": "Coda, Occult, Staff", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "L", + "url": "/Equipment.aspx?ID=2267", + "summary": "This lustrous lute has a polished body that changes to show whatever decorations or carvings you find most appealing, or which best reinforce the story of the song you're currently playing (as a free action). Its frets are inlaid with mother of pearl. With its mix of enchantment and illusion magic, it's favored by many traveling minstrels. While playing the lute, you gain a +1 item bonus to Diplomacy and Performance checks.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Enveloping Light", + "trait": "Invested, Magical, Necromancy, Positive, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1290", + "summary": "This tattoo is a series of six concentric circles that show up as a soft yellow on any skin tone. The marks carry in them a protective force that bolsters your body and soul. The first time each day that someone attempts to Treat your Wounds and rolls a critical failure, they get a failure instead.", + "activation": "two-actions] command; Frequency once per day; Effect For 5 rounds, your entire body begins to glow, with the effects of a 1st-level light spell. At the end of each of your turns during this time, you regain 1d4 Hit Points." + }, + { + "name": "Enveloping Light (Greater)", + "trait": "Invested, Magical, Necromancy, Positive, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1290", + "summary": "This tattoo is a series of six concentric circles that show up as a soft yellow on any skin tone. The marks carry in them a protective force that bolsters your body and soul. The first time each day that someone attempts to Treat your Wounds and rolls a critical failure, they get a failure instead.", + "activation": "two-actions] command; Frequency once per day; Effect For 5 rounds, your entire body begins to glow, with the effects of a 1st-level light spell. At the end of each of your turns during this time, you regain 1d4 Hit Points." + }, + { + "name": "Envenomed Snare", + "trait": "Consumable, Mechanical, Poison, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1254", + "summary": "This snare is coated with giant wasp venom and tipped with needles, which deliver the venom to the first creature to enter the square. That creature takes 4d6 damage (DC 23 basic Reflex) and, on a failure, the creature is exposed to the giant wasp venom." + }, + { + "name": "Envisioning Mask", + "trait": "Divination, Invested, Magical, Mental", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=729", + "summary": "These strange masks consist of a thin stone hood and a shimmering purple veil reminiscent of the pleroma aeon who first gifted them to mortals in the hope that sharing the means of aeon communication would reduce the misunderstandings and conflicts among mortal civilizations. An envisioning mask covers your entire face, though it doesn't hinder your vision or other senses.", + "activation": "one-action] Interact; Frequency once per day; Effect You lose the ability to produce language and instead communicate wordlessly through a series of psychic projections. This acts as telepathy with a range of 100 feet, but it is understandable to all creatures regardless of whether they have a language. When communicating with non-aeons, however, your meaning is often vague and mysterious. This effect lasts for 10 minutes." + }, + { + "name": "Eroding Bullet", + "trait": "Acid, Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1192", + "summary": "Eroding bullets cast a faint green glow, and smell like the sicklysweet organic gases that rise from corpses. Handling an eroding bullet without gloves deals 1 point of acid damage and leaves the putrid scent coated on your fingers. Upon Striking an enemy, the glass casing inside the bullet bursts, releasing a splattering of bubbling green acid that coats the target. The target takes 2d6 persistent acid damage in addition to the damage normally dealt by the attack.", + "activation": "one-action] Interact" + }, + { + "name": "Escape Fulu", + "trait": "Consumable, Fulu, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2033", + "summary": "The escape fulu is a charm common among wealthy people, who wear the talisman in case of kidnapping. When you Activate this fulu, for 1 minute, you gain a +2 status bonus to your attempts to Escape as well as to Stealth checks to Hide and Sneak.", + "activation": "free-action] (concentrate); Trigger You attempt to Escape." + }, + { + "name": "Essence Charm", + "trait": "Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3795", + "summary": "Anyone can use an essence forge to craft an essence charm without needing to know the formula for an essence charm. No larger than a coin, an essence charm is normally worn around the neck or hung from a belt—its exact appearance is up to the crafter. When an essence charm is created, its crafter selects a skill in which they are at least trained. The essence charm grants a +1 item bonus to that skill when worn.", + "activation": "Lucky Charm [reaction] (concentrate); Frequency once per day; Trigger You fail or critically fail a check using the essence charm's chosen skill; Effect A failed check becomes a success, and a critical failure becomes a failure." + }, + { + "name": "Essence Forge (Greater)", + "trait": "Magical, Rare", + "item_category": "Other", + "item_subcategory": "", + "bulk": "20", + "url": "/Equipment.aspx?ID=3791", + "summary": "An essence forge consists of a large stone workbench with a receptacle for fuel built into the left side. Sparkling crystals are embedded across the forge’s structure, with additional flourishes made from a different material, as appropriate to the type of forge.", + "activation": "Absorb Essence [one-action] (concentrate, healing, manipulate); Requirements The essence forge contains essence; Effect You absorb the essence in the forge, emptying it and allowing it to be primed. If the essence value in the forge is equal to or greater than the value determined by the forge’s type, the forge heals you for its type’s listed HP. Otherwise the absorbed essence has no effect." + }, + { + "name": "Essence Forge (Lesser)", + "trait": "Magical, Rare", + "item_category": "Other", + "item_subcategory": "", + "bulk": "20", + "url": "/Equipment.aspx?ID=3791", + "summary": "An essence forge consists of a large stone workbench with a receptacle for fuel built into the left side. Sparkling crystals are embedded across the forge’s structure, with additional flourishes made from a different material, as appropriate to the type of forge.", + "activation": "Absorb Essence [one-action] (concentrate, healing, manipulate); Requirements The essence forge contains essence; Effect You absorb the essence in the forge, emptying it and allowing it to be primed. If the essence value in the forge is equal to or greater than the value determined by the forge’s type, the forge heals you for its type’s listed HP. Otherwise the absorbed essence has no effect." + }, + { + "name": "Essence Forge (Moderate)", + "trait": "Magical, Rare", + "item_category": "Other", + "item_subcategory": "", + "bulk": "20", + "url": "/Equipment.aspx?ID=3791", + "summary": "An essence forge consists of a large stone workbench with a receptacle for fuel built into the left side. Sparkling crystals are embedded across the forge’s structure, with additional flourishes made from a different material, as appropriate to the type of forge.", + "activation": "Absorb Essence [one-action] (concentrate, healing, manipulate); Requirements The essence forge contains essence; Effect You absorb the essence in the forge, emptying it and allowing it to be primed. If the essence value in the forge is equal to or greater than the value determined by the forge’s type, the forge heals you for its type’s listed HP. Otherwise the absorbed essence has no effect." + }, + { + "name": "Essence of Mandragora", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3239", + "summary": "This poison is extracted carefully from a mandragora's thorny vines in a process that, due to the mandragora's humanoid form, eerily mirrors drawing blood.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Essence Prism", + "trait": "Artifact, Transmutation, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "5", + "url": "/Equipment.aspx?ID=612", + "summary": "This enormous, multifaceted prism normally rests on a pedestal, eerily refracting many-colored lights even when no light source is present. In reality, the prism refracts the four magical essences into the visible spectrum. A creature adjacent to the prism can adjust its facets with an Interact action to change between two polarities. Two essences flow from two input streams into the prism, where the prism combines them into a single output stream; alternatively, a single essence flows from one input stream into the prism and is split into two output streams. A creature that enters and stays within an input essence stream for 1 minute is slowly encased in solid magic, at which point it is paralyzed until anyone reverses the prism’s flow or finishes activating the prism. A creature stepping into an output essence stream is gently pushed back and out of the stream.", + "activation": "minute (Interact); Requirements The prism has two input streams, and a creature is encased in magic in each of the input streams; Effect Over the course of the next hour, the essences of both creatures in the input streams are refracted through the prism, creating a cocoon of magic in the output stream that contains a new creature. At the end of the process, the original creatures are gone, and the new creature breaks free of its cocoon. The new creature is an amalgam of the originals, with a new personality blended from both, and is usually 1 or 2 levels higher than the higher level of the original creatures unless the lower-level creature was much weaker. This activation also reverses the effect of the second activation." + }, + { + "name": "Eternal Eruption", + "trait": "Fire, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3020", + "summary": "Resembling frozen lava, an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after it's used. Determining the difference between the two requires a close examination to see a faint, repeating pattern of red runes.", + "activation": "Lava Bomb [two-actions] (concentrate, manipulate); Effect You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a container on your person, typically the one you most recently stored it in." + }, + { + "name": "Eternal Eruption of Barrowsiege", + "trait": "Fire, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3020", + "summary": "Resembling frozen lava, an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after it's used. Determining the difference between the two requires a close examination to see a faint, repeating pattern of red runes.", + "activation": "Lava Bomb [two-actions] (concentrate, manipulate); Effect You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a container on your person, typically the one you most recently stored it in." + }, + { + "name": "Eternal Eruption of Blackpeak", + "trait": "Fire, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3020", + "summary": "Resembling frozen lava, an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after it's used. Determining the difference between the two requires a close examination to see a faint, repeating pattern of red runes.", + "activation": "Lava Bomb [two-actions] (concentrate, manipulate); Effect You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a container on your person, typically the one you most recently stored it in." + }, + { + "name": "Eternal Eruption of Droskar's Crag", + "trait": "Fire, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3020", + "summary": "Resembling frozen lava, an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after it's used. Determining the difference between the two requires a close examination to see a faint, repeating pattern of red runes.", + "activation": "Lava Bomb [two-actions] (concentrate, manipulate); Effect You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a container on your person, typically the one you most recently stored it in." + }, + { + "name": "Eternal Eruption of Ka", + "trait": "Fire, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3020", + "summary": "Resembling frozen lava, an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after it's used. Determining the difference between the two requires a close examination to see a faint, repeating pattern of red runes.", + "activation": "Lava Bomb [two-actions] (concentrate, manipulate); Effect You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a container on your person, typically the one you most recently stored it in." + }, + { + "name": "Eternal Eruption of Mhar Massif", + "trait": "Fire, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3020", + "summary": "Resembling frozen lava, an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after it's used. Determining the difference between the two requires a close examination to see a faint, repeating pattern of red runes.", + "activation": "Lava Bomb [two-actions] (concentrate, manipulate); Effect You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a container on your person, typically the one you most recently stored it in." + }, + { + "name": "Eternal Eruption of Pale Mountain", + "trait": "Fire, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3020", + "summary": "Resembling frozen lava, an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after it's used. Determining the difference between the two requires a close examination to see a faint, repeating pattern of red runes.", + "activation": "Lava Bomb [two-actions] (concentrate, manipulate); Effect You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a container on your person, typically the one you most recently stored it in." + }, + { + "name": "Eternal Eruption of Sakalayo", + "trait": "Fire, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3020", + "summary": "Resembling frozen lava, an eternal eruption is made with the same type of time magic, but is built to loop through time, reforming itself after it's used. Determining the difference between the two requires a close examination to see a faint, repeating pattern of red runes.", + "activation": "Lava Bomb [two-actions] (concentrate, manipulate); Effect You fling the eternal eruption, with the effect of frozen lava of the same item level. After 2d4 hours, the eternal eruption reforms itself in a container on your person, typically the one you most recently stored it in." + }, + { + "name": "Ethereal", + "trait": "Conjuration, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=284", + "summary": "An ethereal rune replicates armor on the Ethereal Plane. ", + "activation": "one-action] command; Frequency once per day; Effect You gain the effects of an ethereal jaunt spell. This doesn’t require concentration and lasts for 10 minutes or until you choose to return to material form as a free action." + }, + { + "name": "Ethereal Crescent", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3880", + "summary": "This crescent-shaped shard of iridescent metal is strangely translucent, fading to a blurry outline when examined for too long. A weapon under the effects of an ethereal crescent becomes a ghost touch weapon for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Etheric Essence Disruptor (Greater)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1110", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Etheric Essence Disruptor (Lesser)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1110", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Etheric Essence Disruptor (Major)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1110", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Etheric Essence Disruptor (Moderate)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1110", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Ethersight Ring", + "trait": "Invested, Magical, Revelation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2342", + "summary": "An ethersight ring is a glass band containing a swirling cloud of gray smoke. When you invest the ring, the smoke becomes as transparent as the glass encapsulating it, and you can see clearly into the Ethereal Plane with a range of 60 feet. Whether or not you have invested the ring, you are visible to creatures in the Ethereal Plane within the same range while wearing it. Although you can see these creatures and they can see you, you can affect each other only with abilities that cross between the Ethereal Plane and the Universe." + }, + { + "name": "Euphoric Loop", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=2023", + "summary": "This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a charm spell, the enchantment creates a blissful experience for one target of your choice. When the spell ends, even if you Dismiss it, the sudden mental dissonance between the charmed state and reality forces the target to attempt a Will save against your spell DC.", + "activation": "Cast a Spell" + }, + { + "name": "Euphoric Loop (Greater)", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=2023", + "summary": "This catalyst is made from twisted sapling bark harvested under a full moon. When used to cast a charm spell, the enchantment creates a blissful experience for one target of your choice. When the spell ends, even if you Dismiss it, the sudden mental dissonance between the charmed state and reality forces the target to attempt a Will save against your spell DC.", + "activation": "Cast a Spell" + }, + { + "name": "Euphorium", + "trait": "Alchemical, Consumable, Processed, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=3636", + "summary": "An alternative to the magical serum of sex shift, euphorium offers similar benefits with a gustatory twist. Euphorium generally takes the form of a light, fluffy cake decorated with overpoweringly sweet frosting and served with alchemically chilled ice cream.", + "activation": "minutes (manipulate)" + }, + { + "name": "Everair Mask (Greater)", + "trait": "Abjuration, Air, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2565", + "summary": "This simple, mass-produced gaiter mask is standard issue for miners working in deep, dangerous mines. While wearing the mask, you gain a +1 item bonus to Fortitude saving throws against inhaled poisons. An everair mask makes use of magical runes related to the Plane of Air to create breathable air.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You activate the mask's rune, and the air surrounding air, as well as the air you exhale, becomes enriched with oxygen. This allows the everair mask to recycle air into breathable air for 1 hour. The rune's magic is unable to provide breathable air while underwater, in a vacuum, or in any other situation where air is normally unavailable." + }, + { + "name": "Everair Mask (Lesser)", + "trait": "Abjuration, Air, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2565", + "summary": "This simple, mass-produced gaiter mask is standard issue for miners working in deep, dangerous mines. While wearing the mask, you gain a +1 item bonus to Fortitude saving throws against inhaled poisons. An everair mask makes use of magical runes related to the Plane of Air to create breathable air.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You activate the mask's rune, and the air surrounding air, as well as the air you exhale, becomes enriched with oxygen. This allows the everair mask to recycle air into breathable air for 1 hour. The rune's magic is unable to provide breathable air while underwater, in a vacuum, or in any other situation where air is normally unavailable." + }, + { + "name": "Everair Mask (Major)", + "trait": "Abjuration, Air, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2565", + "summary": "This simple, mass-produced gaiter mask is standard issue for miners working in deep, dangerous mines. While wearing the mask, you gain a +1 item bonus to Fortitude saving throws against inhaled poisons. An everair mask makes use of magical runes related to the Plane of Air to create breathable air.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You activate the mask's rune, and the air surrounding air, as well as the air you exhale, becomes enriched with oxygen. This allows the everair mask to recycle air into breathable air for 1 hour. The rune's magic is unable to provide breathable air while underwater, in a vacuum, or in any other situation where air is normally unavailable." + }, + { + "name": "Everair Mask (Moderate)", + "trait": "Abjuration, Air, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2565", + "summary": "This simple, mass-produced gaiter mask is standard issue for miners working in deep, dangerous mines. While wearing the mask, you gain a +1 item bonus to Fortitude saving throws against inhaled poisons. An everair mask makes use of magical runes related to the Plane of Air to create breathable air.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You activate the mask's rune, and the air surrounding air, as well as the air you exhale, becomes enriched with oxygen. This allows the everair mask to recycle air into breathable air for 1 hour. The rune's magic is unable to provide breathable air while underwater, in a vacuum, or in any other situation where air is normally unavailable." + }, + { + "name": "Everburning Coal", + "trait": "Fire, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2603", + "summary": "This lump of coal is always warm to the touch and glows faintly red from within, as if holding an ember of flame waiting to be stoked. No amount of water or coldness can extinguish the coal's warmth. When you hold an everburning coal in your hand, you gain resistance 10 to cold and are protected from mild, severe, and extreme cold.", + "activation": "Coal Wall [three-actions] (concentrate, manipulate); Frequency once per day; Effect The everburning coal creates a towering wall of hot coals. This has the effect of wall of ice, except for the following adjustments." + }, + { + "name": "Everlasting Adhesive", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3352", + "summary": "This peculiar amber adhesive bonds two surfaces together almost inseparably. A single flask covers an area up to 1 square foot and must be used all at once to form a single bond between two surfaces. If the activation is interrupted, the bond fails, and the adhesive is wasted.", + "activation": "minute (Interact)" + }, + { + "name": "Everlight Crystal", + "trait": "Light, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3021", + "summary": "An everlight crystal is one of the most common applications of permanent magic. This stone or gem sheds magical bright light constantly in a 20-foot radius (and dim light for the next 20 feet). The light requires no oxygen, generates no heat, and can’t be extinguished, though the crystal can be covered." + }, + { + "name": "Everyneed Pack", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=2306", + "summary": "Constructed of green material and decorated with a white Glyph of the Open Road, an everyneed pack has a dozen or more small pockets lining the inside. The pack is enchanted so that each pocket contains common, mundane gear, each item worth no more than 1 gp, such as chalk, flint and steel, and string. It doesn't contain any armor, shields, weapons, or items made of precious material. Keep track of the exact value of the gear you retrieve from the pack. The pack becomes a mundane backpack after items of your choice with a combined value of 8 gp have been removed from it.", + "activation": "minute (manipulate); Frequency once per hour; Effect You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less." + }, + { + "name": "Everyneed Pack (Greater)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=2306", + "summary": "A pocket contains mundane gear worth no more than 5 gp each. When you activate the pack, you can draw any number of pieces of mundane gear from the pack with a combined value of 5 gp or less, and the pack becomes a mundane backpack after 45 gp worth of items are removed.", + "activation": "minute (manipulate); Frequency once per hour; Effect You draw any number of pieces of mundane gear from the pack with a combined value of 1 gp or less." + }, + { + "name": "Everywhen Map", + "trait": "Divination, Invested, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2670", + "summary": "The map changes based on the creature who invests it, showing every path the creature has ever traveled in their lifetime. The map doesn't distinguish between current or past locations. It can be tricked into revealing the path of a different creature if a piece of that creature (such as hair, bone, or skin) is used with a successful DC 24 Trick Magic Item check." + }, + { + "name": "Execution Powder", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2001", + "summary": "The spores of a certain mushrooms, if carefully collected and suspended in a properly mixed alchemical fluid, can kill those near death. If a creature is reduced to 0 Hit Points while under the effect of execution powder, it must succeed at a DC 34 Will save or die (this is a death effect). If a creature dies from execution powder, the spores from their last breath alight on a random creature adjacent to the victim, granting that creature 20 temporary Hit Points and a +1 status bonus to attack and damage rolls for 10 minutes.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Experimental Clothing", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1318", + "summary": "Experimental clothing is custom tailored in radical, avant-garde styles by independent dressmakers, utilizing expensive or eccentric materials and unconventional patterns. At the GM's discretion, wearing experimental clothing may impart a +1 item bonus or –1 item penalty on checks to Make An Impression, depending on the target's fashion sense." + }, + { + "name": "Exploration Lens (Detecting)", + "trait": "Divination, Invested, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1443", + "summary": "An exploration lens is a magical glass lens designed for a bull's-eye lantern. When light from the lantern passes through the lens, it alters the light to make it easier to perform a common exploration activity with the lantern. You can find more information about exploration activities related to these lenses on page 496 of the Core Rulebook. Alternatively, an exploration lens can be installed in a wayfinder like an aeon stone. In this case, light (such as that from a lantern, torch, or light spell) must still pass through the lens and you must hold the wayfinder in your hand for it to function.", + "activation": "one-action] Interact" + }, + { + "name": "Exploration Lens (Investigating)", + "trait": "Divination, Invested, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1443", + "summary": "An exploration lens is a magical glass lens designed for a bull's-eye lantern. When light from the lantern passes through the lens, it alters the light to make it easier to perform a common exploration activity with the lantern. You can find more information about exploration activities related to these lenses on page 496 of the Core Rulebook. Alternatively, an exploration lens can be installed in a wayfinder like an aeon stone. In this case, light (such as that from a lantern, torch, or light spell) must still pass through the lens and you must hold the wayfinder in your hand for it to function.", + "activation": "one-action] Interact" + }, + { + "name": "Exploration Lens (Searching)", + "trait": "Divination, Invested, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1443", + "summary": "An exploration lens is a magical glass lens designed for a bull's-eye lantern. When light from the lantern passes through the lens, it alters the light to make it easier to perform a common exploration activity with the lantern. You can find more information about exploration activities related to these lenses on page 496 of the Core Rulebook. Alternatively, an exploration lens can be installed in a wayfinder like an aeon stone. In this case, light (such as that from a lantern, torch, or light spell) must still pass through the lens and you must hold the wayfinder in your hand for it to function.", + "activation": "one-action] Interact" + }, + { + "name": "Explorer's Yurt", + "trait": "Magical, Structure", + "item_category": "Structures", + "item_subcategory": "", + "bulk": "1 (when not activated)", + "url": "/Equipment.aspx?ID=3022", + "summary": "Before activation, this item appears to be nothing more than a simple rolled-up tent, barely large enough to fit four Medium creatures. Despite attempts to clean it, the tent is perpetually smudged with dirt in various places.", + "activation": "Unroll 10 minutes (manipulate); Frequency once per day; Effect The rolled-up tent expands into a spacious yurt complete with a fire pit, 10 bedrolls, various cooking utensils, and basic food and water." + }, + { + "name": "Explosive Ammunition", + "trait": "Consumable, Fire, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2923", + "summary": "This piece of ammunition is coated in gritty black soot. When activated explosive ammunition hits a target, the missile explodes in a 10-foot burst, dealing 6d6 fire damage to each creature in the area (including the target). Each creature must attempt a DC 25 basic Reflex save.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Explosive Ammunition (Greater)", + "trait": "Consumable, Fire, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2923", + "summary": "This piece of ammunition is coated in gritty black soot. When activated explosive ammunition hits a target, the missile explodes in a 10-foot burst, dealing 6d6 fire damage to each creature in the area (including the target). Each creature must attempt a DC 25 basic Reflex save.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Explosive Mine (Greater)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1111", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Explosive Mine (Lesser)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1111", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Explosive Mine (Major)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1111", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Explosive Mine (Moderate)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1111", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Explosive Missive", + "trait": "Consumable, Magical, Missive", + "item_category": "Consumables", + "item_subcategory": "Missive", + "bulk": "", + "url": "/Equipment.aspx?ID=2061", + "summary": "An explosive missive is slightly warm to the touch, regardless of the surrounding environment. When composed and then activated, the missive explodes. The tenor of what you write or the theme of your illustration determines the damage type and adds the corresponding trait to the missive: acid for a caustic inscription, cold for an aloof one, electricity for an energetic one, fire for an angry one, or sonic for an overly emphatic one. The missive deals 4d6 damage to each creature in a 5-foot burst from a corner of the missive's space (DC 18 basic Reflex save). A creature who rolls a critical failure also takes 1d4 persistent damage of the same type. The missive burns to ash while releasing its magic.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Expulsion Snare", + "trait": "Consumable, Mechanical, Rare, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1487", + "summary": "You conceal a rounded board or thin metal plate just beneath the ground, concave side down. The first creature to enter the snare's square finds it unexpectedly springy and is bounced back out of the square when the flattened board springs back into place. The triggering creature must succeed at a DC 17 Fortitude saving throw or be moved into an adjacent square (chosen by you when you craft the snare). This is forced movement. On a critical failure, the creature falls prone in that square." + }, + { + "name": "Exquisite Alloy Orb (High-Grade)", + "trait": "Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2963", + "summary": "Although solid, this orb of metal swirls with bright silver and dark iron colors, as if made of liquid. When you activate the alloy orb, select cold iron or silver. The affixed weapon functions as the chosen material for 1 minute, suppressing its original material. Powerful weapons overwhelm the magic of this talisman, and it works only on weapons of 8th level or lower.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Exquisite Alloy Orb (Standard-Grade)", + "trait": "Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2963", + "summary": "Although solid, this orb of metal swirls with bright silver and dark iron colors, as if made of liquid. When you activate the alloy orb, select cold iron or silver. The affixed weapon functions as the chosen material for 1 minute, suppressing its original material. Powerful weapons overwhelm the magic of this talisman, and it works only on weapons of 8th level or lower.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Exquisite Surprise Doll", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1332", + "summary": "Dolls are found throughout Golarion in a wide variety of forms. Among the most common are miniature painted figurines, plush animals crafted from fur and stuffed with cotton, porcelain dolls with fine clothing and silky hair, fabric hand puppets, and elaborate marionettes." + }, + { + "name": "Exsanguinating Ammunition", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1193", + "summary": "This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains the listed weakness to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration.", + "activation": "one-action] Interact" + }, + { + "name": "Exsanguinating Ammunition (Greater)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1193", + "summary": "This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains the listed weakness to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration.", + "activation": "one-action] Interact" + }, + { + "name": "Exsanguinating Ammunition (Major)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1193", + "summary": "This ammunition includes a small reservoir of a tacky red substance that coats the ammunition when you activate it. The substance makes a creature bleed more freely. For 1 minute after you deal damage to a creature with an activated exsanguinating ammunition that creature gains the listed weakness to persistent bleed damage. In addition, the DC of any flat checks to end persistent bleed damage increases from 15 to 17 (from 10 to 12 when receiving particularly effective assistance) for the duration.", + "activation": "one-action] Interact" + }, + { + "name": "Extendable Tail", + "trait": "Mechanical", + "item_category": "Assistive Items", + "item_subcategory": "Tails", + "bulk": "1", + "url": "/Equipment.aspx?ID=2163", + "summary": "Built with collapsible poles and expanding hoops, this tail can extend to a length of 20 feet. While it's no more prehensile than a tail of a typical member of your ancestry, it ends with an anchor that you can secure around a sturdy object with an Interact action. While the tail is anchored, you can't move more than 20 feet from that spot, but you can use the tail to lower yourself up to 20 feet, as if it were a length of rope. You can use another Interact action to disengage the anchor and retract your tail." + }, + { + "name": "Extended Deteriorating Dust", + "trait": "Consumable, Evocation, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=565", + "summary": "Contained in a specially enchanted small leather or hide sack, deteriorating dust is a potent caustic agent and a prized item among Rovagug’s more discreet followers.", + "activation": "two-actions] Interact; Effect You sprinkle the deteriorating dust over an unattended Medium or smaller object. The dust quickly fades to a transparent color and the object immediately begins to rust, melt, or otherwise fall apart. For the listed time, the object takes constant damage; if the object has a Hardness, then the dust gradually reduces the object’s Hardness instead. If the deteriorating dust is still active after the object’s Hardness is reduced to 0, it deals damage to the object as previously described. If the object survives, reduced Hardness returns after the dust’s duration expires, but any damage remains." + }, + { + "name": "Extendible Pincer", + "trait": "Clockwork, Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1148", + "summary": "This extendable rod features a pincer on one end and clamped handle on the other. By squeezing the handle, the pincer opens or closes. As an Interact action, you can extend or retract the rod by 5 feet to one of three settings, allowing you to Interact to pick up an object with the pincer either within your own space, in an adjacent space, or exactly 10 feet away." + }, + { + "name": "Extending", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2836", + "summary": "An extending rune allows you to extend your weapon to impossible lengths.", + "activation": "Extend [two-actions] (manipulate); Effect You extend your weapon, giving you an impossible reach. You Strike with the weapon, and you have reach 60 feet for the Strike." + }, + { + "name": "Extending (Greater)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2836", + "summary": "An extending rune allows you to extend your weapon to impossible lengths.", + "activation": "Extend [two-actions] (manipulate); Effect You extend your weapon, giving you an impossible reach. You Strike with the weapon, and you have reach 60 feet for the Strike." + }, + { + "name": "Extinguishing Ball", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3864", + "summary": "This deep-blue glass ball is filled with liquid, and its flight is accompanied by the sound of flowing water. An activated extinguishing ball does no damage. Instead, it bathes the target in a splash of magical water with the following effects, depending on the result of your attack roll.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Extra Lung", + "trait": "Air, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2578", + "summary": "An extra lung is a waterproofed bladder of air worn in an underarm holster, connected to the wearer's nose by a long tube. You can use it as a source of air instead of breathing in the air around you. It can hold 5 rounds' worth of breathable air, and can be refilled if the extra lung is left open for 10 minutes in an environment with suitable air.", + "activation": "Cough Up [reaction] (manipulate); Trigger You breathe in an inhaled poison or other inhaled affliction; Effect You cough the poison or tainted air into your extra lung, immediately attempting a new save against the effect. The air inside your extra lung becomes fouled, and you re-expose yourself to the inhaled affliction if you breathe it in. The extra lung is cleansed of any poison it contains every day at dawn." + }, + { + "name": "Extraction Cauldron", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Other", + "item_subcategory": "", + "bulk": "6", + "url": "/Equipment.aspx?ID=1706", + "summary": "This large magical stew pot can boil objects down to their valuable components, greatly assisting anyone who wants to harvest raw materials without visiting a settlement. The cauldron is roughly 3 feet in diameter.", + "activation": "three-actions] Interact; Requirements The cauldron must be filled with boiling water for at least 1 hour; Effect As you stir the cauldron, one object that has been in it for at least an hour transforms into raw materials with a value of one half the object's Price; art objects are instead transformed into raw materials with a value equal to their Price. The cauldron produces raw materials associated with the object but unaffected by immersion in boiling water. For example, a magical broom might be rendered into a block of dense, valuable wood, while a gilt-edged portrait might be transformed into a lump of gold. Objects removed from the cauldron before an hour passes can't be transformed and they might be damaged or ruined by water and heat." + }, + { + "name": "Exuviae Powder", + "trait": "Alchemical, Consumable, Earth, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=2589", + "summary": "Exuviae powder comes from cast-off shells of cicada-like insects native to the Plane of Earth, crushed to dust. You sprinkle this powder over your body, leaving an iridescent layer reminiscent of insect chitin. After you do so, for 8 hours, you double the time you can hold your breath. During this time, you also have access to the shed chitin activation.", + "activation": "Shed Chitin [reaction] (concentrate); Trigger You would be petrified; Effect The powder petrifies like a shell around you instead, and its other effects end. The powder causes you to become quickened for 1 minute as well as doomed 1 and restrained (Escape DC 25). You can use the extra action each round only for Escape and Stride actions." + }, + { + "name": "Eye of Apprehension", + "trait": "Consumable, Fortune, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2973", + "summary": "This round piece of cymophane's silky inclusion makes it look like a cat's eye. While affixed, it makes you jittery. When you activate it, roll Perception twice and use the higher result.", + "activation": "free-action] (concentrate); Trigger You are about to roll Perception for initiative but haven't rolled yet; Requirements You are a master in Perception" + }, + { + "name": "Eye of Enlightenment", + "trait": "Consumable, Divination, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1021", + "summary": "This dried eye was plucked from a magical creature. You combine your observation about your enemy's reaction to your Strike with the stores of magical wisdom within the talisman to try to glean more information about the foe's true nature. When you activate this talisman, you attempt to Recall Knowledge about the creature you hit. If you roll a critical failure, you get a failure instead.", + "activation": "free-action] envision; Trigger You succeed at a Strike with the affixed weapon; Requirements You're an expert in Arcana, Occult, Nature, Religion, Society, or a Lore skill." + }, + { + "name": "Eye of Fortune", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3083", + "summary": "Adherents of Erastil, god of the hunt, create these magical eye patches. An eye of fortune has a jeweled eye symbol on its front, allowing you to magically see through the eye patch as though it were transparent.", + "activation": "Luck Beyond Sight [free-action] (concentrate, fortune) ; Trigger You attack a concealed or hidden creature and haven't attempted the flat check yet; Effect You can roll the flat check for the concealed or hidden condition twice and use the higher result." + }, + { + "name": "Eye of the Mantis", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3494", + "summary": "This 1-inch tall figurine depicts a crouched praying mantis. It’s usually carved from green jade, crimson marble, or purple porphyry. Regardless of the figurine’s material composition, its gemstone eyes are always a dull ruby red that seems to drink light.", + "activation": "Scouting Eye 1 minute (concentrate, manipulate); Frequency once per day; Effect You cast scouting eye." + }, + { + "name": "Eye of the Unseen", + "trait": "Divination, Invested, Magical", + "item_category": "Assistive Items", + "item_subcategory": "Prostheses", + "bulk": "L", + "url": "/Equipment.aspx?ID=1367", + "summary": "This prosthetic eye was designed by elven crafters but comes in a range of appearances for different ancestries. While wearing the eye, you gain a +1 item bonus to visual Perception checks.", + "activation": "two-actions] command, envision; Frequency once per day; Effect You focus on the eye to see the unseen. The eye casts see invisibility on you." + }, + { + "name": "Eye of the Unseen (Greater)", + "trait": "Divination, Invested, Magical", + "item_category": "Assistive Items", + "item_subcategory": "Prostheses", + "bulk": "L", + "url": "/Equipment.aspx?ID=1367", + "summary": "This functions as the eye of the unseen , except the item bonus is +2 and it casts a 5th-level see invisibility on you.", + "activation": "two-actions] command, envision; Frequency once per day; Effect You focus on the eye to see the unseen. The eye casts see invisibility on you." + }, + { + "name": "Eye of the Wise", + "trait": "Artifact, Divination, Invested, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=508", + "summary": "This fist-sized, 12-rayed black star sapphire is sacred to Yuelral, the elven goddess of magic and jewels, and most accounts of its creation attribute its crafting to a circle of her worshippers. In addition to the abilities listed below, the gem functions as a portal key for Jewelgate at Alseta's Ring.", + "activation": "one-action] Interact; Effect You hold the Eye of the Wise up to your own eye and peer through it. The Eye of the Wise grows transparent and grants you a +2 item bonus to attempts to Decipher Writing, Disable a Device, Identify Magic, Pick a Lock, Seek, or Sense Motive. You can Sustain this activation as long as you hold the gem in place." + }, + { + "name": "Eye Slash", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2206", + "summary": "Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye." + }, + { + "name": "Eye Slash (Greater)", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2206", + "summary": "Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye." + }, + { + "name": "Eye Slash (Major)", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2206", + "summary": "Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye." + }, + { + "name": "Eye Slash (True)", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2206", + "summary": "Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye." + }, + { + "name": "Eyecatcher", + "trait": "Adjustment, Uncommon", + "item_category": "Adjustments", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2452", + "summary": "An eyecatcher is a simple tassel, reflective basket hilt, or other accessory attached to a weapon to serve as a distraction. You gain a +1 item bonus to Deception checks to Feint while using a weapon with an eyecatcher attached. An eyecatcher affects the balancing of a weapon, making it slightly more unwieldy. This increases the weapon's Bulk by 1 and grants a –1 penalty to damage rolls with the weapon." + }, + { + "name": "Eyes of the Cat", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3084", + "summary": "These lenses of amber crystal fit over your eyes. They grant you low-light vision and a +2 item bonus to Perception checks that involve sight." + }, + { + "name": "Eyes Of The Moonwarden", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3673", + "summary": "This beaded pendant crafted by Lyrune-Quah shamans features an uncut moonstone that warns the wearer of danger. When a hostile creature comes within 30 feet of you, the stone glows with moonlight only you can see.", + "activation": "Lunar Illumination [one-action] (concentrate); Frequency once per hour; Effect Bright moonlight shines out of the gem in a 30-foot emanation, forcing hostile creatures in the area to make a DC 26 Fortitude save or be blinded for 1 round." + }, + { + "name": "Fade Band", + "trait": "Consumable, Illusion, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2974", + "summary": "This thin, silvery wire wraps around your armor. When you activate the band, it casts a 2nd-rank invisibility spell on you.", + "activation": "free-action] (concentrate); Trigger An attack misses you; Requirements You are trained in Stealth" + }, + { + "name": "Faerie Queen's Bower", + "trait": "Divine, Holy, Intelligent, Invested, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2395", + "summary": "A suit of autumn's embrace armor can gain sapience when lovingly crafted by a fae monarch of sufficient power; a suit of faerie queen's bower …", + "activation": "two-actions] (concentrate); Frequency once per day; Effect The armor casts 4th-rank safe passage, with the protected area beginning from your square and extending to a place of relative safety." + }, + { + "name": "Fairy Bullet", + "trait": "Conjuration, Consumable, Fey, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1194", + "summary": "These bullets glimmer with emerald green light that dances across the surface of the bullet like a mischievous sprite. On a successful Strike, a fairy bullet casts revealing light (DC 23) extending outward from a corner of the target's space. You choose which corner of the target's space you want the burst to extend out from at the time you declare the associated Strike. Since the fairy bullet is fired before revealing light can reveal the target, the effects don't affect the flat check for the attack roll with the fairy bullet if the target is hidden from you.", + "activation": "two-actions] command, envision" + }, + { + "name": "Faith Tattoo", + "trait": "Divine, Invested, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2207", + "summary": "You have marked your body to show your devotion to a deity. This tattoo could be the deity's religious symbol, another image that evokes that deity, or another mark you gained through your devotion. The tattoo serves as a silver religious symbol of the deity. Provided you keep the tattoo uncovered, you need not wield it to gain that benefit.", + "activation": "Cast a Spell; Frequency once per day; Effect The tattoo casts harm, heal, or the 1st-rank spell from your deity’s cleric spells. You can choose harm or heal only in accord with the deity’s divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18." + }, + { + "name": "Faith Tattoo (Greater)", + "trait": "Divine, Invested, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2207", + "summary": "The spell is 3rd rank, and its DC is 24.", + "activation": "Cast a Spell; Frequency once per day; Effect The tattoo casts harm, heal, or the 1st-rank spell from your deity’s cleric spells. You can choose harm or heal only in accord with the deity’s divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18." + }, + { + "name": "Faith Tattoo (Major)", + "trait": "Divine, Invested, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2207", + "summary": "The spell is 5th rank, and its DC is 30.", + "activation": "Cast a Spell; Frequency once per day; Effect The tattoo casts harm, heal, or the 1st-rank spell from your deity’s cleric spells. You can choose harm or heal only in accord with the deity’s divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18." + }, + { + "name": "Faith Tattoo (True)", + "trait": "Divine, Invested, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2207", + "summary": "The spell is 7th rank, and its DC is 35.", + "activation": "Cast a Spell; Frequency once per day; Effect The tattoo casts harm, heal, or the 1st-rank spell from your deity’s cleric spells. You can choose harm or heal only in accord with the deity’s divine font. If the deity allows either spell, choose one the tattoo can cast when you receive the tattoo. The DC for any of these spells is 18." + }, + { + "name": "Fake Blood Pack", + "trait": "Consumable", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3528", + "summary": "Adventurers have found a number of uses for these animal blood–filled bladders, which were originally used in theatrical productions. Whenever you take slashing or piercing damage with the fake blood pack under your clothes or armor, roll a DC 11 flat check. On a success, the blood pack is punctured. You or an ally can puncture the hidden pack intentionally with an Interact action. When faking an injury, a punctured blood pack grants a +2 item bonus to relevant Deception checks, such as to Lie about being injured, for 4 hours after the pack has been punctured or until the blood is washed off, whichever comes first. Abilities that trigger when a creature deals bleed damage, that determine if a creature is bleeding, or are otherwise based on bleed damage don’t trigger or apply for blood from a fake blood pack, which might mean creatures with such abilities automatically realize the ruse." + }, + { + "name": "Falconsight Eye", + "trait": "Magical, Uncommon", + "item_category": "Assistive Items", + "item_subcategory": "Vision Assistance", + "bulk": "L", + "url": "/Equipment.aspx?ID=2157", + "summary": "This prosthetic eye resembles that of a bird of prey. Along with the abilities of the magical prosthetic eye, it allows you to strike foes at greater range and with impressive accuracy.", + "activation": "one-action] (concentrate); Frequency once per hour; Effect You become keenly aware of your foes, even those seemingly out of reach. For 1 minute, you can close your eyes as a free action to see through a ranged weapon you're wielding, which reduces the penalty for firing into your weapon's second range increment from –2 to 0. This effect doesn't negate the blinded condition." + }, + { + "name": "False Death", + "trait": "Alchemical, Consumable, Ingested, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=551", + "summary": "Typically used to fake one’s death, this poison swiftly causes the imbiber to lose consciousness and suppresses vital signs. A creature examining the unconscious target must succeed at a Medicine check against the imbiber’s Deception DC + 4 to determine that the target is alive, and a critical success allows the examiner to determine that a toxin is causing the effect. The false death toxin has an extremely bitter taste (Perception DC 10 to detect), making it difficult to trick a creature into consuming the poison against its wishes.", + "activation": "one-action] Interact" + }, + { + "name": "False Death Vial", + "trait": "Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2106", + "summary": "This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing. When you Activate the vial, you avoid being knocked out and remain at 1 Hit Point, your wounded condition increases by 1, and the talisman casts drop dead on you. You and any items you're wearing and holding are instantly transported from your current space to a clear space of your choice within 30 feet. You take no damage from the triggering effect. If you are carrying another creature (even one contained inside an extradimensional container), it's left behind in your original space.", + "activation": "free-action] (concentrate); Trigger You would be reduced to 0 Hit Points by damage but not immediately killed; Requirements You are unarmored." + }, + { + "name": "False Death Vial (Greater)", + "trait": "Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2106", + "summary": "This tiny crystal vial of oily liquid is typically attached to a pin or worn on a tether attached to the affixed article of clothing. When you Activate the vial, you avoid being knocked out and remain at 1 Hit Point, your wounded condition increases by 1, and the talisman casts drop dead on you. You and any items you're wearing and holding are instantly transported from your current space to a clear space of your choice within 30 feet. You take no damage from the triggering effect. If you are carrying another creature (even one contained inside an extradimensional container), it's left behind in your original space.", + "activation": "free-action] (concentrate); Trigger You would be reduced to 0 Hit Points by damage but not immediately killed; Requirements You are unarmored." + }, + { + "name": "False Flayleaf", + "trait": "Alchemical, Consumable, Inhaled, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1714", + "summary": "This poisonous plant is nearly identical in appearance to flayleaf. Unlike its namesake, it has a smooth leaf and pale white veins. Adventurous foragers should beware its effects.", + "activation": "two-actions] Interact" + }, + { + "name": "False Hope", + "trait": "Alchemical, Consumable, Injury, Poison, Virulent", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2003", + "summary": "This poison is an insidious distillation of the venom of the boomslang snake. It acts slowly and cyclically, giving its victim a false sense that the poison has failed to take hold or its effects have ended. The GM makes the target's saving throws in secret during any stage that has no effect.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "False Manacles", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=868", + "summary": "These manacles are nearly indistinguishable from real manacles upon inspection, but contain a hidden release that enables a wearer who knows the location of the release to free themselves with a single Interact action. An observer who examines the manacles and succeeds at a DC 20 Perception check notices their false nature. On a critical success, the observer finds the location of the hidden catch as well." + }, + { + "name": "False Witness (Disreputable)", + "trait": "Uncommon", + "item_category": "Services", + "item_subcategory": "Secret Society Membership Services", + "bulk": "", + "url": "/Equipment.aspx?ID=1633", + "summary": "There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over a stack of holy books that the two of them were out drinking—yes, your honor, all night, never left my sight for more than a minute, you have my solemn oath. Lucky thieves have a friend who is willing to be an alibi; for everyone else, there's the false witness, a professional in the art of fraudulent testimony." + }, + { + "name": "False Witness (Honorable)", + "trait": "Uncommon", + "item_category": "Services", + "item_subcategory": "Secret Society Membership Services", + "bulk": "", + "url": "/Equipment.aspx?ID=1633", + "summary": "There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over a stack of holy books that the two of them were out drinking—yes, your honor, all night, never left my sight for more than a minute, you have my solemn oath. Lucky thieves have a friend who is willing to be an alibi; for everyone else, there's the false witness, a professional in the art of fraudulent testimony." + }, + { + "name": "False Witness (Ordinary)", + "trait": "Uncommon", + "item_category": "Services", + "item_subcategory": "Secret Society Membership Services", + "bulk": "", + "url": "/Equipment.aspx?ID=1633", + "summary": "There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over a stack of holy books that the two of them were out drinking—yes, your honor, all night, never left my sight for more than a minute, you have my solemn oath. Lucky thieves have a friend who is willing to be an alibi; for everyone else, there's the false witness, a professional in the art of fraudulent testimony." + }, + { + "name": "False Witness (Respectable)", + "trait": "Uncommon", + "item_category": "Services", + "item_subcategory": "Secret Society Membership Services", + "bulk": "", + "url": "/Equipment.aspx?ID=1633", + "summary": "There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over a stack of holy books that the two of them were out drinking—yes, your honor, all night, never left my sight for more than a minute, you have my solemn oath. Lucky thieves have a friend who is willing to be an alibi; for everyone else, there's the false witness, a professional in the art of fraudulent testimony." + }, + { + "name": "False Witness (Unimpeachable)", + "trait": "Uncommon", + "item_category": "Services", + "item_subcategory": "Secret Society Membership Services", + "bulk": "", + "url": "/Equipment.aspx?ID=1633", + "summary": "There comes a time in every thief's life when they need a friend, an ally, a boon companion who will look a judge straight in the eye and swear over a stack of holy books that the two of them were out drinking—yes, your honor, all night, never left my sight for more than a minute, you have my solemn oath. Lucky thieves have a friend who is willing to be an alibi; for everyone else, there's the false witness, a professional in the art of fraudulent testimony." + }, + { + "name": "False-Bottomed Mug", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1620", + "summary": "This mug looks like any other; however, the bottom part unscrews to reveal a velvet-lined chamber. These are primarily used by members of the Bellflower Network to sneak messages and small objects to other possible members. The Perception DC to discover the false bottom is 15 if someone specifically examines the mug." + }, + { + "name": "Familiar Morsel", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=2119", + "summary": "Familiar morsels are little treats that come in a wide variety of flavors that appeal to numerous creatures. Each morsel is keyed to one familiar ability at its creation. When you feed the morsel to your familiar, it gains that familiar ability for 1 hour. If your familiar doesn't meet the requirements, or if it already has an ability from a familiar morsel, the morsel is nothing more than a pleasing snack, its magic wasted.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Familiar Satchel", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=869", + "summary": "This armored case is made to protect any Tiny or smaller creature contained within. It includes air holes (which can be plugged with cork stoppers for underwater travel) and two receptacles for food and water. Any creature inside has neither line of sight nor line of effect to the outside world but also cannot be targeted by attacks that require a line of effect while in the satchel. However, an area effect that deals enough damage to break the case also damages the creature inside. The satchel is made of leather (Hardness 4, HP 16, BT 8). A creature can enter or exit the satchel by using a total of 2 actions: an Interact action to open the satchel and a single action with the move trait to enter or exit." + }, + { + "name": "Familiar Tattoo", + "trait": "Invested, Magical, Tattoo, Transmutation", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=998", + "summary": "This tattoo typically consists of an image of a small animal or of a familiar's name written in runes. Your familiar can meld into your familiar tattoo to be carried in your skin. The familiar must spend a single action, which has the magical, move, and transmutation traits, to meld into or exit your tattoo. It must be adjacent to you to meld into your tattoo, and it exits your tattoo in an open space adjacent to you. Any of the familiar's companion items remain on it, but it can't carry any other items with it. This tattoo is non-magical if you don't have a familiar or if your familiar doesn't remain present for the entire tattooing process. If your familiar dies, this tattoo loses its magic and becomes a mundane tattoo." + }, + { + "name": "Fan of Falling Words", + "trait": "Illusion, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3168", + "summary": "This folding handheld paper fan appears blank when first found, but if the wielder unfolds its leaves as an Interact action, they display an ink-brush painting of the wielder's choice. The fan must be closed and opened again to display a different painting. While held, the fan of falling words grants you a +2 item bonus to Performance checks to act or perform comedy, orate, or sing.", + "activation": "three-actions] command, Interact; Frequency once per day; Effect You manifest the tapestry of your words, causing the image you depict on the fan to leap off its leaves. The fan casts hallucinatory terrain to your specifications (DC 27 Will save to disbelieve). While this only takes three actions to perform (as opposed to the spell's normal 10 minutes of casting), the effect has no range, and the 50-foot burst it creates is centered on you." + }, + { + "name": "Fan of Soothing Winds", + "trait": "Air, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2579", + "summary": "This fan of soothing winds has six cloud-shaped glass beads on the bottom of the fan, one on each of the exposed ribs. One side of the beads is white, and the other is a dark, stormy gray. Once flipped, a bead stays on its newly exposed side for an entire day before resetting overnight.", + "activation": "Healing Wind [two-actions] (concentrate); Frequency once per day per bead; Effect You open your fan and turn a bead of your choice. The fan casts a 3-action heal spell with an area of a 30-foot cone instead of a 30-foot emanation; the save DC for an undead creature is 28. This spell gains the air trait. The rank of the spell depends on which bead you're turning: the first two beads cast 4th-rank heal, the center two cast 3rd-rank heal, and the last two cast 2nd-rank heal." + }, + { + "name": "Fan of Soothing Winds (Greater)", + "trait": "Air, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2579", + "summary": "This fan of soothing winds has six cloud-shaped glass beads on the bottom of the fan, one on each of the exposed ribs. One side of the beads is white, and the other is a dark, stormy gray. Once flipped, a bead stays on its newly exposed side for an entire day before resetting overnight.", + "activation": "Healing Wind [two-actions] (concentrate); Frequency once per day per bead; Effect You open your fan and turn a bead of your choice. The fan casts a 3-action heal spell with an area of a 30-foot cone instead of a 30-foot emanation; the save DC for an undead creature is 28. This spell gains the air trait. The rank of the spell depends on which bead you're turning: the first two beads cast 4th-rank heal, the center two cast 3rd-rank heal, and the last two cast 2nd-rank heal." + }, + { + "name": "Fan of the Four Winds", + "trait": "Air, Magical, Relic, Unique", + "item_category": "Relics", + "item_subcategory": "Relic Seeds", + "bulk": "L", + "url": "/Equipment.aspx?ID=2405", + "summary": "The fan of the four winds once belonged to a sage of Gozreh and was passed down as a sacred relic for generations to those found worthy. Since that time, no one has unlocked the fan's full powers, though many devout priests have used it to aid them in their travels. A worthy member of this order might receive the fan as a reward, as could a suitable helper of the clergy. The fan might also have been lost, allowing for a new wielder to find it. The fan of the four winds has the following activation.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect You fan in a direction, and the fan casts gust of wind. If this casting is directed toward the sail of a vessel, it instead fills it with swirling air. The vessel gains a +10-foot circumstance bonus to its Speed for 8 hours." + }, + { + "name": "Fang Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=580", + "summary": "You set snake fangs, poison stingers, or other venomous animal parts in the ground where they can be touched or stepped on by a creature that enters the snare’s square. The first creature to enter the square must attempt a DC 20 Reflex saving throw." + }, + { + "name": "Fanged", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1433", + "summary": "When etched with this rune, a weapon's hilt or haft becomes engraved with grooves that match the imprints of a wolf's teeth. By putting a fanged weapon in your mouth, you can transform into an animal.", + "activation": "one-action] Interact (magical, polymorph, transmutation); Effect You transform into a Small or Medium animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely associated with (a lizardfolk would turn into a lizard, a kitsune into a fox, a deer instinct barbarian into a deer, etc.) or a wolf if no specific animal is applicable. While in this form, you can attack with the fanged weapon even though you don't have any hands. However, you can attack only with the fanged weapon and you don't have hands or the ability to hold items. For effects dependent on how many hands you are using to hold the item, such as the two-hand trait, you are holding the weapon in two hands. You can Dismiss this effect, and it ends automatically if you drop the fanged weapon (whether or not of your own volition)." + }, + { + "name": "Fanged (Greater)", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1433", + "summary": "When etched with this rune, a weapon's hilt or haft becomes engraved with grooves that match the imprints of a wolf's teeth. By putting a fanged weapon in your mouth, you can transform into an animal.", + "activation": "one-action] Interact (magical, polymorph, transmutation); Effect You transform into a Small or Medium animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely associated with (a lizardfolk would turn into a lizard, a kitsune into a fox, a deer instinct barbarian into a deer, etc.) or a wolf if no specific animal is applicable. While in this form, you can attack with the fanged weapon even though you don't have any hands. However, you can attack only with the fanged weapon and you don't have hands or the ability to hold items. For effects dependent on how many hands you are using to hold the item, such as the two-hand trait, you are holding the weapon in two hands. You can Dismiss this effect, and it ends automatically if you drop the fanged weapon (whether or not of your own volition)." + }, + { + "name": "Fanged (Major)", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1433", + "summary": "When etched with this rune, a weapon's hilt or haft becomes engraved with grooves that match the imprints of a wolf's teeth. By putting a fanged weapon in your mouth, you can transform into an animal.", + "activation": "one-action] Interact (magical, polymorph, transmutation); Effect You transform into a Small or Medium animal that wields the fanged weapon in its jaws; the animal matches the animal you are most closely associated with (a lizardfolk would turn into a lizard, a kitsune into a fox, a deer instinct barbarian into a deer, etc.) or a wolf if no specific animal is applicable. While in this form, you can attack with the fanged weapon even though you don't have any hands. However, you can attack only with the fanged weapon and you don't have hands or the ability to hold items. For effects dependent on how many hands you are using to hold the item, such as the two-hand trait, you are holding the weapon in two hands. You can Dismiss this effect, and it ends automatically if you drop the fanged weapon (whether or not of your own volition)." + }, + { + "name": "Farlight Stone", + "trait": "Light, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3789", + "summary": "Farlight stones are common in libraries, monasteries, labs, and other places where simple but silent communication is important. Farlight stones always come in linked pairs, and each of the fist-sized stones can be Activated independently.", + "activation": "Notify [one-action] (concentrate); Requirements The stone is glowing with light; Effect The stone’s light begins to pulse. You can choose the rate of the pulse between slow, moderate, and fast. If the linked stone is within 15 miles, its center begins to glow in the same color and pulse at the same rate. You can use this activation to end the pulsing caused by a linked stone." + }, + { + "name": "Fashionable Wayfinder", + "trait": "Conjuration, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=470", + "summary": "This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe.", + "activation": "minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space." + }, + { + "name": "Fate Shot", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2050", + "summary": "Fate shot is made of a nickel-steel alloy carved with the smiling face of a comedic player on one side, while the other side holds the frown of a tragic dramatist. When you hit a target with this ammunition, roll a DC 11 flat check. On a success, treat all the damage dice for your attack as though they rolled the average damage +1, rounded up (for example, a fate shot arrow fired from a shortbow would normally deal 1d6, which has an average of 3.5, so you deal 5 damage). This doesn't affect additional damage dice that only happen on a critical hit, such as those added by the deadly trait. On a failure, roll the damage, but your target takes half damage, and you take the remaining amount as mental damage.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Fauna Guardian", + "trait": "Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2205", + "summary": "A fauna guardian is a tattoo of an animal, which you can temporarily animate to protect you. The animal must be chosen when you get the tattoo, and can be any common animal of 4th level or lower. (Your GM might allow other options.)", + "activation": "three-actions] (concentrate); Frequency once per day; Effect You animate your tattoo using the duration and other parameters of a 5th-rank summon animal spell. It appears in a space adjacent to you. If your tattoo animal drops to 0 HP, the activation ends, and the inanimate tattoo returns to your skin." + }, + { + "name": "Faydhaan's Dallah", + "trait": "Magical, Water", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2627", + "summary": "Noble faydhaan shuyookhs serve coffee brewed in ornate dallahs such as this one to welcome guests in their courts. Most nobles have their kitchen staff import the beans at great expense from other planes then roast the beans with local ingredients gathered on the Plane of Water to create a brew unique to their locale. A faydhaan's dallah has the name of a specific faydhaan shuyookh engraved on the bottom and typically comes with six drinking cups, a platter, and a selection of coffee beans.", + "activation": "Faydhaan's Hospitality [two-actions] (concentrate); Frequency once per day; Requirements You used the dallah's activation to brew a batch of coffee today; Effect You speak the name of the faydhaan shuyookh inscribed on the dallah. You don't need to be holding the dallah to use this activation. The shuyookh transmutes the coffee within the body of each creature who partook from the batch you brewed, choosing a single common potion of 6th level or lower, which grants them all the benefits of that potion. Typically, the shuyookh chooses a moderate healing potion, lesser potion of resistance, or potion of swimming." + }, + { + "name": "Fear Gem", + "trait": "Consumable, Emotion, Fear, Magical, Mental, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2975", + "summary": "Dark smoke seems to writhe within this obsidian gem. When you activate the gem, make a melee Strike. If you hit and deal damage, the target is frightened 1, or frightened 2 on a critical hit.", + "activation": "two-actions] (concentrate)" + }, + { + "name": "Fearflower Nectar", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3333", + "summary": "The nectar of a night-blooming desert flower attacks a victim's central nervous system and causes feelings of panic. Saving Throw DC 21 …", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Fearless Sash", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2311", + "summary": "A feeling of security radiates out from this sash made of fine yellow fabric. You gain a +1 status bonus to saves against fear . ", + "activation": "one-action] (concentrate); Frequency once per day; Effect You and each ally in a 5-foot emanation reduce your frightened values by 1." + }, + { + "name": "Fearsome", + "trait": "Emotion, Fear, Magical, Mental", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2837", + "summary": "When you critically hit with this weapon, the target becomes frightened 1." + }, + { + "name": "Fearsome (Greater)", + "trait": "Emotion, Fear, Magical, Mental", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2837", + "summary": "When you critically hit with this weapon, the target becomes frightened 2." + }, + { + "name": "Fearweed", + "trait": "Consumable, Contact, Divine, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=828", + "summary": "Cultivated by mashing and fermenting toxic weeds found in lonely graveyards, fearweed is a greenish paste magically infused with psychic horror. The frightened condition from fearweed can't be removed while the poison lasts.", + "activation": "one-action] Interact" + }, + { + "name": "Feast of Hungry Ghosts", + "trait": "Consumable, Enchantment, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "3", + "url": "/Equipment.aspx?ID=1536", + "summary": "This lavish meal with meats, fresh and dried fruits, grains, and wine smells absolutely scrumptious, especially to undead. It comes complete with dishes and dining utensils. You spend an hour setting up this feast to feed one undead creature, who is present throughout the process. The undead must be willing, but the food smells delicious and feeds any unusual hunger the undead has, so an undead motivated mainly by hunger will usually be willing to dine. Incorporeal undead consume the various essences of the meal, allowing them to eat it despite their lack of a body. After it has consumed the meal, the undead becomes friendly to you for 24 hours, or until you take actions to antagonize or anger it. The meal also sates the undead during that time, which could allow an undead with an unnatural hunger to stave off that hunger for a time.", + "activation": "hour (Interact)" + }, + { + "name": "Feather of the Unfounded Bravado", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3935", + "summary": "This large feather is garishly colored in reds, oranges, and yellows, but on closer inspection, it’s simply a particularly large chicken feather that’s been dyed. Carrying the feather provides a boost to your self-confidence, but it might lead you into dangerous situations.", + "activation": "Overconfident Facade [two-actions] (concentrate); Frequency once per day; Effect For 1 hour, the feather grants you a +1 item bonus to Intimidation checks to Demoralize and Diplomacy checks to Make an Impression, but a –1 item penalty on Acrobatics and Athletics checks, as your inflated confidence leads you to attempt things you simply cannot do." + }, + { + "name": "Feather Step Stone", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2976", + "summary": "This stone, usually shaped as a cabochon, is a small chunk of amber with a bit of feather or a flying insect caught within it. When you activate the stone, you ignore the effects of any difficult terrain and greater difficult terrain you move through until the end of your turn.", + "activation": "free-action] (concentrate); Trigger You Stride or Step; Requirements You are trained in Acrobatics" + }, + { + "name": "Feather Token (Anchor)", + "trait": "Conjuration, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=244", + "summary": "Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniature causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Feather Token (Balloon)", + "trait": "Conjuration, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=244", + "summary": "Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniature causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Feather Token (Bird)", + "trait": "Conjuration, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=244", + "summary": "Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniature causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Feather Token (Fan)", + "trait": "Conjuration, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=244", + "summary": "Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniature causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Feather Token (Holly Bush)", + "trait": "Conjuration, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=244", + "summary": "Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniature causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Feather Token (Puddle)", + "trait": "Conjuration, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=244", + "summary": "Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniature causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Feather Token (Tree)", + "trait": "Conjuration, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=244", + "summary": "Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniature causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Feather Token (Whip)", + "trait": "Conjuration, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=244", + "summary": "Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniature causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Featherlight Fletching", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3881", + "summary": "Elven archers were the first to create the featherlight fletching, meant for long-range battles, though artisans of many other ancestries have now learned the art of crafting these whetstones. A featherlight fletching is a feather-shaped trinket crafted of spun silver filigree and aids projectiles in flying true, even over great distances. A ranged weapon under the effects of a featherlight fletching doubles its range increment for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Feed (Standard)", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animal Caretaking Gear", + "bulk": "", + "url": "/Equipment.aspx?ID=1700", + "summary": "" + }, + { + "name": "Feed (Unique)", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animal Caretaking Gear", + "bulk": "", + "url": "/Equipment.aspx?ID=1700", + "summary": "" + }, + { + "name": "Feral Linguist", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3724", + "summary": "This wooden whistle is stuffed with cotton and carved with images of bellowing stags, howling wolves, and chirping birds. You can blow on this whistle to use it as a catalyst when casting an animal form spell. When you do, you gain the listed benefit for the duration of the spell.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Ferret", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1677", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Ferrofluid Urchin (Greater)", + "trait": "Consumable, Magical, Metal, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2613", + "summary": "This spiky glob of magnetic liquid attaches directly onto the metal of your armor. When you activate the globule, it reshapes to deflect the incoming harm. You gain resistance to the triggering damage.", + "activation": "free-action] (concentrate); Trigger You take physical damage; Prerequisite You have the armor specialization effect of the affixed armor" + }, + { + "name": "Ferrofluid Urchin (Lesser)", + "trait": "Consumable, Magical, Metal, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2613", + "summary": "This spiky glob of magnetic liquid attaches directly onto the metal of your armor. When you activate the globule, it reshapes to deflect the incoming harm. You gain resistance to the triggering damage.", + "activation": "free-action] (concentrate); Trigger You take physical damage; Prerequisite You have the armor specialization effect of the affixed armor" + }, + { + "name": "Ferrofluid Urchin (Moderate)", + "trait": "Consumable, Magical, Metal, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2613", + "summary": "This spiky glob of magnetic liquid attaches directly onto the metal of your armor. When you activate the globule, it reshapes to deflect the incoming harm. You gain resistance to the triggering damage.", + "activation": "free-action] (concentrate); Trigger You take physical damage; Prerequisite You have the armor specialization effect of the affixed armor" + }, + { + "name": "Festrem Mortu", + "trait": "Cursed, Grimoire, Magical, Necromancy, Uncommon", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2671", + "summary": "The book's cover is a patchwork of tanned humanoid skin that reeks of rotting meat. The longer a living creature studies this book, the more the scent of decay appeals to them.", + "activation": "reaction] (concentrate, necromancy); Frequency once per day; Trigger Your last action was to cast a necromancy spell prepared from this grimoire; Effect You draw negative energy from the triggering spell. You gain 10 temporary hit points that last for 1 hour." + }, + { + "name": "Fetters (Average)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3591", + "summary": "This long bar has two cuffs that enclose a prisoner's ankles or wrists. Fetters apply a –20-foot circumstance penalty to Speed and disrupt any manipulate action the bound creature attempts unless it succeeds at a DC 11 flat check. Freeing a creature from simple fetters requires 2 successful DC 23 Thievery checks. Average fetters require 3 successful DC 28 Thievery checks, good fetters require 4 successful DC 33 Thievery checks, and superior fetters require 5 successful DC 43 Thievery checks." + }, + { + "name": "Fetters (Good)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3591", + "summary": "This long bar has two cuffs that enclose a prisoner's ankles or wrists. Fetters apply a –20-foot circumstance penalty to Speed and disrupt any manipulate action the bound creature attempts unless it succeeds at a DC 11 flat check. Freeing a creature from simple fetters requires 2 successful DC 23 Thievery checks. Average fetters require 3 successful DC 28 Thievery checks, good fetters require 4 successful DC 33 Thievery checks, and superior fetters require 5 successful DC 43 Thievery checks." + }, + { + "name": "Fetters (Simple)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3591", + "summary": "This long bar has two cuffs that enclose a prisoner's ankles or wrists. Fetters apply a –20-foot circumstance penalty to Speed and disrupt any manipulate action the bound creature attempts unless it succeeds at a DC 11 flat check. Freeing a creature from simple fetters requires 2 successful DC 23 Thievery checks. Average fetters require 3 successful DC 28 Thievery checks, good fetters require 4 successful DC 33 Thievery checks, and superior fetters require 5 successful DC 43 Thievery checks." + }, + { + "name": "Fetters (Superior)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3591", + "summary": "This long bar has two cuffs that enclose a prisoner's ankles or wrists. Fetters apply a –20-foot circumstance penalty to Speed and disrupt any manipulate action the bound creature attempts unless it succeeds at a DC 11 flat check. Freeing a creature from simple fetters requires 2 successful DC 23 Thievery checks. Average fetters require 3 successful DC 28 Thievery checks, good fetters require 4 successful DC 33 Thievery checks, and superior fetters require 5 successful DC 43 Thievery checks." + }, + { + "name": "Fey Dragonet Liqueur", + "trait": "Consumable, Magical, Mental, Potion, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2085", + "summary": "Each draft of fey dragonet liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot cone of euphoric gas. Each creature in the cone must attempt a DC 23 Will save. After you expel this magical breath, you can’t do so again for 1d4 rounds.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Fey Dragonet Liqueur (Greater)", + "trait": "Consumable, Magical, Mental, Potion, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2085", + "summary": "Each draft of fey dragonet liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot cone of euphoric gas. Each creature in the cone must attempt a DC 23 Will save. After you expel this magical breath, you can’t do so again for 1d4 rounds.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Fey Dragonet Liqueur (Lesser)", + "trait": "Consumable, Magical, Mental, Potion, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2085", + "summary": "Each draft of fey dragonet liqueur has a different flavor. For 1 hour after you drink it, you can use a single action to breathe out a 15-foot cone of euphoric gas. Each creature in the cone must attempt a DC 23 Will save. After you expel this magical breath, you can’t do so again for 1d4 rounds.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Feyfoul (Greater)", + "trait": "Alchemical, Consumable, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1757", + "summary": "To creatures other than fey, the scent of feyfoul seems to be a faint but non-obnoxious odor of cinnamon, but fey find that the stuff interferes with their ability to manipulate a creature's mind. Jubilost invented feyfoul accidentally while he was attempting to create a cologne that would enhance its wearer's appearance to make them seem more otherworldly, but to anyone that asks, the gnome alchemist quickly claims that he'd always intended to create an alchemical tool that provided protection from fey magic.", + "activation": "one-action] Interact" + }, + { + "name": "Feyfoul (Lesser)", + "trait": "Alchemical, Consumable, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1757", + "summary": "To creatures other than fey, the scent of feyfoul seems to be a faint but non-obnoxious odor of cinnamon, but fey find that the stuff interferes with their ability to manipulate a creature's mind. Jubilost invented feyfoul accidentally while he was attempting to create a cologne that would enhance its wearer's appearance to make them seem more otherworldly, but to anyone that asks, the gnome alchemist quickly claims that he'd always intended to create an alchemical tool that provided protection from fey magic.", + "activation": "one-action] Interact" + }, + { + "name": "Feyfoul (Moderate)", + "trait": "Alchemical, Consumable, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1757", + "summary": "To creatures other than fey, the scent of feyfoul seems to be a faint but non-obnoxious odor of cinnamon, but fey find that the stuff interferes with their ability to manipulate a creature's mind. Jubilost invented feyfoul accidentally while he was attempting to create a cologne that would enhance its wearer's appearance to make them seem more otherworldly, but to anyone that asks, the gnome alchemist quickly claims that he'd always intended to create an alchemical tool that provided protection from fey magic.", + "activation": "one-action] Interact" + }, + { + "name": "Fiddle of the Maestro", + "trait": "Coda, Occult, Rare, Staff", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "L", + "url": "/Equipment.aspx?ID=2268", + "summary": "This exquisite fiddle is perfectly carved and balanced to produce the purest sound while granting its player perfect balance and poise. It grants a +2 item bonus to Performance checks. If you’re a master in Performance, while playing it you also gain a +1 status bonus to Reflex saves and a +1 item bonus to Dexterity-based skill checks. If you’re legendary in Performance, the bonuses are +2.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Field Guide", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3246", + "summary": "This book contains illustrations and information on edible and dangerous plants. Most field guides tend to be region specific, such as the Mindspin Mountains or Osirian desert. If you are attempting to Subsist in the field guide’s region with a skill you’re untrained in, consulting the book gives you a +2 circumstance bonus to the skill check." + }, + { + "name": "Fiendbreaker", + "trait": "Divine, Staff, Unique", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3698", + "summary": "After she led her people through the Darklands to the far side of the world, the elven oracle Jininsiel established the nation of Jinin in the heart of the continent of Tian Xia. As she sought to forge alliances with other lands surrounding her own, Jininsiel crafted potent magic items as gifts. For the people of Tianjing, she created this staff, which served the people of that nation well for many years. They returned it to Jinin as a token of condolence when that nation’s leader passed into the Great Beyond. Many centuries later, when the people of Jinin learned that their kin had returned to Kyonin from Castrovel only to face fiendish threats in their homeland, a group of priests from Jinin traveled across the world to help. They brought with them Fiendbreaker and chose to leave it in Kyonin to help protect them in the future from demonic foes.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Fiendbreaker (Artifact)", + "trait": "Apex, Artifact, Intelligent, Invested, Magical, Staff, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3751", + "summary": "The stately echo of Jininsiel, the woman who guided her people through the Darklands to escape the devastation of Earthfall, causes Fiendbreaker to softly shimmer with a silvery radiance equivalent to that of candlelight. Fiendbreaker can activate or deactivate this radiance as a free action once per round on her partner’s turn. Fiendbreaker’s telepathic voice is calm and soothing, seeking to support her partner’s decisions with compliments or warnings against overconfidence as needed.", + "activation": "Restore Mind [two-actions] (concentrate); Frequency once per hour; Effect Fiendbreaker attempts to counteract an ongoing mental affect you’re suffering from, with a counteract rank of 9th and a +25 modifier to the roll (or a +30 modifier if the source of the mental effect on you was created by a fiend)." + }, + { + "name": "Fiendish Teleportation", + "trait": "Conjuration, Contract, Invested, Magical, Rare", + "item_category": "Contracts", + "item_subcategory": "Thrune Contracts", + "bulk": "", + "url": "/Equipment.aspx?ID=760", + "summary": "You tap into the fiendish ability to slip through space. When you Stride, you gain a +3 item bonus to Armor Class against reactions triggered by your movement. Once per day, from any distance, Abrogail Thrune II can call on a provision in your Thrune contract as a single action, causing you to become paralyzed for 1 hour or until Abrogail releases you, whichever comes first.", + "activation": "two-actions] command; Frequency once per day; Effect You recite a subclause of your contract regarding change in venue. You cast dimension door. The space you leave and the one you appear in are filled with the scent of brimstone, dealing 2d6 evil damage to creatures adjacent to both spaces." + }, + { + "name": "Fife of the Faithful", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3936", + "summary": "This small metal fife is of extraordinary fine quality, with gold filigree on the embouchure. A fife of the faithful grants you a +1 item bonus to Performance checks while playing music with the instrument.", + "activation": "Call to Arms [two-actions] (auditory, concentrate, manipulate); Frequency once per day; Effect You play a rousing tune on the fife that carries across the battlefield. You and all allies in a 60-foot emanation gain a +1 status bonus to saving throws for 1 round." + }, + { + "name": "Final Blade", + "trait": "Artifact, Death, Evil, Necromancy, Occult, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "40", + "url": "/Equipment.aspx?ID=1094", + "summary": "A Large or smaller restrained or willing creature can be executed by a final blade . ", + "activation": "minute (Interact); Effect You execute a creature restrained beneath the blade. The creature you execute takes 11d10 slashing damage and must succeed at a DC 45 Fortitude save or be decapitated as though it suffered a critical hit with a natural 20 from a +3 major striking vorpal scythe. The soul of a creature executed with a final blade is trapped, and the creature can't be returned to life, not even by miracle or similar magic. A final blade can hold any number of souls in this way, and a sufficient number of captured souls forms a monster called a gray death." + }, + { + "name": "Final Scalecloak", + "trait": "Artifact, Invested, Magical, Mythic, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3508", + "summary": "Fashioned from a swath of Mogaru’s red-and-black hide and trimmed with Agyra’s rough scales in green, blue, and white, this cloak draws upon the power of both kaiju, but at considerable cost. Any kaiju within a 5-mile radius of the Final Scalecloak can sense the presence and nature of the item, and can also determine whether it’s being worn by a mortal. This sense grows stronger as the item and kaiju near one another, until the kaiju can pinpoint exactly where the cloak is and who currently possesses it.", + "activation": "Embody the Storm [two-actions] (concentrate, manipulate, primal); Frequency once per hour; Effect Spend a Mythic Point; a nimbus of crackling electricity surrounds you for 1 minute. You gain a +4 status bonus to AC against ranged projectiles that are at least partly made of metal. If a foe attempts to Strike you with an unarmed attack or melee attack with a weapon at least partly made of metal, that creature takes 3d10 electricity damage (basic DC 40 Reflex save)." + }, + { + "name": "Final Stand", + "trait": "Artifact, Divine, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3844", + "summary": "The origins of this +3 greater striking rapier are shrouded in mystery, but it earned its name in the hands of an unknown hero who used it to singlehandedly defend a remote Nirmathi village from a vicious gang of bandits, shrugging off dozens of blows that would have felled any other mortal. Only when all of the bandits had been dispatched or driven off did the noble warrior finally succumb to their injuries." + }, + { + "name": "Fingerprinting Kit", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=797", + "summary": "Rarely found outside of major metropolises, fingerprinting kits are a state-of-the-art, non-magical means of linking suspects to the scene of a crime." + }, + { + "name": "Fire and Iceberg", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1311", + "summary": "Fiery Anulite paprika, sunrise cinnamon, and winterbite are hidden inside this salad's translucent leaves, bringing the cool of snow and the heat of steam to every bite. The dueling sensations make some diners sweat and others shiver, but all leave with a lasting sense of heat and cold that make other sources pale in comparison. When you consume the salad, you gain resistance 5 to fire and cold for 1 minute.", + "activation": "one-action] Interact" + }, + { + "name": "Fire and Iceberg (greater)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1311", + "summary": "Fiery Anulite paprika, sunrise cinnamon, and winterbite are hidden inside this salad's translucent leaves, bringing the cool of snow and the heat of steam to every bite. The dueling sensations make some diners sweat and others shiver, but all leave with a lasting sense of heat and cold that make other sources pale in comparison. When you consume the salad, you gain resistance 5 to fire and cold for 1 minute.", + "activation": "one-action] Interact" + }, + { + "name": "Fire and Iceberg (Major)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1311", + "summary": "Fiery Anulite paprika, sunrise cinnamon, and winterbite are hidden inside this salad's translucent leaves, bringing the cool of snow and the heat of steam to every bite. The dueling sensations make some diners sweat and others shiver, but all leave with a lasting sense of heat and cold that make other sources pale in comparison. When you consume the salad, you gain resistance 5 to fire and cold for 1 minute.", + "activation": "one-action] Interact" + }, + { + "name": "Fire Box", + "trait": "Clockwork, Consumable, Fire, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1128", + "summary": "Anyone who opens the box triggers a clockwork mechanism that unleashes a 15-foot cone of fire. The cone issues forth in a random direction determined by the GM but always including the creature who opened the box. Those within the cone must succeed at a DC 17 basic Reflex save or take 4d6 fire damage." + }, + { + "name": "Fire-Douse Snare", + "trait": "Consumable, Mechanical, Rare, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1488", + "summary": "You carefully pack rare, heat-absorbing powders into a specially prepared clay vessel, then bury the vessel in the ground up to its neck. When a creature enters the square, the vessel's neck shatters, dispersing the powders into the air. The powder instantly douses non-magical fires the size of a campfire or smaller within 10 feet of the snare. The creature triggering the snare must attempt a DC 20 Reflex save to avoid getting powder in its face. A creature blinded or dazzled by the powder can use an Interact action to attempt a DC 10 flat check; on a success, it removes the condition. On a failure, it can try again, with a DC of 5 on the next Interact check. If it fails a second time, it automatically removes the condition with a third Interact action." + }, + { + "name": "Fire-Jump Ring", + "trait": "Fire, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3433", + "summary": "This black, metal ring is inset with rubies that occasionally give off wisps of smoke. It grants you a +2 item bonus to Athletics checks. ", + "activation": "Fire Jump [two-actions] (concentrate, manipulate, teleportation); Frequency once per day; Effect You Stride (or Burrow or Fly, if you have the corresponding Speed) into any fire large enough to contain you, including magical fires. You vanish into the fire and take no damage from it. You can sense all sufficiently large fires within 100 feet of where you vanish, and you reemerge from any of those fires, either within the fire or adjacent to it. If you end your movement in the fire, it affects you as normal." + }, + { + "name": "Firearm Cleaning Kit", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1204", + "summary": "This kit contains cleaning cloth, oil, small steel brushes, and other minor tools necessary for proper cleaning and maintenance of a firearm. Without a firearm cleaning kit, you can't perform the necessary tasks during your daily preparations to ensure that your firearm isn't at risk of misfiring under normal use conditions." + }, + { + "name": "Firecracker Fulu", + "trait": "Consumable, Evocation, Fulu, Magical, Rare, Talisman", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2691", + "summary": "The fulu explodes and showers the area with bright sparks. The creature struck takes an additional 1d4 sonic damage and must succeed at a DC 15 Fortitude save or be dazzled for 1 round (or dazzled for 1 minute on a critical failure).", + "activation": "free-action] envision; Trigger You critically succeed at an attack roll with the affixed weapon." + }, + { + "name": "Firefly", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=26", + "summary": "A firefly blends magic and technology, using electricity magic and magnetism to hover just above the ground. While a firefly is more box-like than insect-shaped, it gets its name from the constant glow of the light and electricity magic that power it, as well as from the stabilizing magnets that protrude from its sides in roughly the same position as wings would be." + }, + { + "name": "Firefoot Popcorn", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1916", + "summary": "When you consume firefoot popcorn, for 1 minute, you can Leap double the normal distance. You can also attempt to High Jump or Long Jump as a single action. If you do, you don't perform the initial Stride (nor do you fall if you don't Stride 10 feet).", + "activation": "one-action] (manipulate)" + }, + { + "name": "Fireproof Gloves", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3963", + "summary": "First developed by blacksmiths to move burning hot workpieces around, fireproof gloves then became popular with soldiers responsible for disabling bombs and magical traps. The thick tan gloves come up over the arm. When wearing these gloves, you gain fire resistance 5.", + "activation": "Release Heat [one-action] (concentrate, fire); Frequency once per day; Requirements You have a free hand; Effect You take the heat that’s built up in your gloves and discharge it onto an enemy. You deal 6d8 fire damage to one creature within reach (DC 26 basic Reflex save)." + }, + { + "name": "Firestarter Pellets", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1005", + "summary": "These compacted pellets of bat guano, sulfur, and magical accelerants have long been a staple for spellcasters on the battlefield. Adding a firestarter pellet to a fireball spell produces clinging flames that deal persistent fire damage to all who fail the saving throw against the effect (doubling on a critical failure).", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Firestarter Pellets (Greater)", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1005", + "summary": "These compacted pellets of bat guano, sulfur, and magical accelerants have long been a staple for spellcasters on the battlefield. Adding a firestarter pellet to a fireball spell produces clinging flames that deal persistent fire damage to all who fail the saving throw against the effect (doubling on a critical failure).", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Firestarter Pellets (Major)", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1005", + "summary": "These compacted pellets of bat guano, sulfur, and magical accelerants have long been a staple for spellcasters on the battlefield. Adding a firestarter pellet to a fireball spell produces clinging flames that deal persistent fire damage to all who fail the saving throw against the effect (doubling on a critical failure).", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Firework Pogo", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=42", + "summary": "Space 5 feet long, 5 feet wide, 5 feet high" + }, + { + "name": "Fish", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1678", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Fish", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1768", + "summary": "" + }, + { + "name": "Fishing Tackle", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2722", + "summary": "This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net." + }, + { + "name": "Fishing Tackle (Professional)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2722", + "summary": "This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net." + }, + { + "name": "Five-Feather Wreath", + "trait": "Air, Magical, Spellheart, Transmutation", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1013", + "summary": "Identical feathers radiate from the center of this spellheart, held in place by woven straw. The spell attack roll of any spell cast by Activating this item is +8, and the spell DC is 18.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast air walk." + }, + { + "name": "Five-Feather Wreath (Greater)", + "trait": "Air, Magical, Spellheart, Transmutation", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1013", + "summary": "Identical feathers radiate from the center of this spellheart, held in place by woven straw. The spell attack roll of any spell cast by Activating this item is +8, and the spell DC is 18.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast air walk." + }, + { + "name": "Five-Feather Wreath (Major)", + "trait": "Air, Magical, Spellheart, Transmutation", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1013", + "summary": "Identical feathers radiate from the center of this spellheart, held in place by woven straw. The spell attack roll of any spell cast by Activating this item is +8, and the spell DC is 18.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast air walk." + }, + { + "name": "Fixer (Basic Councelor)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Fixer", + "bulk": "", + "url": "/Equipment.aspx?ID=879", + "summary": "A fixer is a guide who knows the inner workings of life in a given location. The right fixer can help you navigate the complicated alleyways of a new city or the tangled social expectations of the local populace. Every fixer has knowledge about a specific location, such as a settlement like Katapesh, a geographical region like the Verduran Forest, or a notable establishment like the Grand Lodge. If you plan to hire a fixer, you must do so for the specific location for which you need a guide, though the GM can decide that a given fixer may be able to provide assistance with a closely related location, such as a fixer for the Isle of Kortos being able to provide some guidance for the town of Diobel." + }, + { + "name": "Fixer (Basic Informant)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Fixer", + "bulk": "", + "url": "/Equipment.aspx?ID=879", + "summary": "A fixer is a guide who knows the inner workings of life in a given location. The right fixer can help you navigate the complicated alleyways of a new city or the tangled social expectations of the local populace. Every fixer has knowledge about a specific location, such as a settlement like Katapesh, a geographical region like the Verduran Forest, or a notable establishment like the Grand Lodge. If you plan to hire a fixer, you must do so for the specific location for which you need a guide, though the GM can decide that a given fixer may be able to provide assistance with a closely related location, such as a fixer for the Isle of Kortos being able to provide some guidance for the town of Diobel." + }, + { + "name": "Fixer (Expert Councelor)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Fixer", + "bulk": "", + "url": "/Equipment.aspx?ID=879", + "summary": "A fixer is a guide who knows the inner workings of life in a given location. The right fixer can help you navigate the complicated alleyways of a new city or the tangled social expectations of the local populace. Every fixer has knowledge about a specific location, such as a settlement like Katapesh, a geographical region like the Verduran Forest, or a notable establishment like the Grand Lodge. If you plan to hire a fixer, you must do so for the specific location for which you need a guide, though the GM can decide that a given fixer may be able to provide assistance with a closely related location, such as a fixer for the Isle of Kortos being able to provide some guidance for the town of Diobel." + }, + { + "name": "Fixer (Expert Informant)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Fixer", + "bulk": "", + "url": "/Equipment.aspx?ID=879", + "summary": "A fixer is a guide who knows the inner workings of life in a given location. The right fixer can help you navigate the complicated alleyways of a new city or the tangled social expectations of the local populace. Every fixer has knowledge about a specific location, such as a settlement like Katapesh, a geographical region like the Verduran Forest, or a notable establishment like the Grand Lodge. If you plan to hire a fixer, you must do so for the specific location for which you need a guide, though the GM can decide that a given fixer may be able to provide assistance with a closely related location, such as a fixer for the Isle of Kortos being able to provide some guidance for the town of Diobel." + }, + { + "name": "Flag of the Stronghold", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3910", + "summary": "This magical banner is off-white with a depiction of a stronghold that’s often colored in a striking blue. Those who stand under the banner are prepared to face the weapons of war and defend their keep until the end. You and allies within the banner’s aura gain resistance 5 to damage from siege weapons." + }, + { + "name": "Flame Drake Snare", + "trait": "Clockwork, Consumable, Fire, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1127", + "summary": "The snare takes the form of a Tiny, drake-like clockwork toy. When a creature enters its square the snare activates, causing the drake to spit a gout of fire in a 15-foot cone in the direction from which the creature entered. For instance, if a creature entered the square coming from the east, the cone would point east, to hit any allies behind the triggering creature. Those within the cone must succeed a DC 19 basic Reflex save or take 6d6 fire damage. After spitting its fire, the snare falls apart." + }, + { + "name": "Flame Navette", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=3407", + "summary": "This piece of bronzite is shaped like an oval with points at both ends. It has a carved flame at its center and is traditionally worn over the heart. You can activate only one flame navette per day. When you activate the navette, you gain the benefit of the fighter's Determination class feat, with a counteract rank of 8 and a counteract modifier of +22.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Flaming", + "trait": "Fire, Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2838", + "summary": "A weapon with this rune is empowered by flickering flame. The weapon deals an additional 1d6 fire damage on a successful Strike, plus 1d10 persistent fire damage on a critical hit." + }, + { + "name": "Flaming (Greater)", + "trait": "Fire, Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2838", + "summary": "A weapon with this rune is empowered by flickering flame. The weapon deals an additional 1d6 fire damage on a successful Strike, plus 1d10 persistent fire damage on a critical hit." + }, + { + "name": "Flaming Star", + "trait": "Evocation, Fire, Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1014", + "summary": "A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast wall of fire." + }, + { + "name": "Flaming Star (Greater)", + "trait": "Evocation, Fire, Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1014", + "summary": "A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast wall of fire." + }, + { + "name": "Flaming Star (Major)", + "trait": "Evocation, Fire, Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1014", + "summary": "A sheen of red crosses the surface of this star-shaped goldstone medallion when the light hits it. The affixed armor or weapon is warm to the touch. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast wall of fire." + }, + { + "name": "Flare Beacon (Greater)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1112", + "summary": "The beacon shines bright light in a 100-foot radius and dim light in the next 100 feet. Creatures within a 20-foot radius of the beacon must succeed at a DC 27 Fortitude save or be dazzled until they are no longer within 20 feet of it. Additionally, on a critical failure, they are also blinded for 1 round.", + "activation": "two-actions] Interact" + }, + { + "name": "Flare Beacon (Lesser)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1112", + "summary": "Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be dazzled until they are no longer adjacent to it.", + "activation": "two-actions] Interact" + }, + { + "name": "Flare Beacon (Major)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1112", + "summary": "The beacon shines bright light in a 180-foot radius and dim light in the next 180 feet. Creatures within a 30-foot radius of the beacon must succeed at a DC 35 Fortitude save or be dazzled until they are no longer within 30 feet of it. Additionally, on a critical failure, they are also blinded for 1 round.", + "activation": "two-actions] Interact" + }, + { + "name": "Flare Beacon (Moderate)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1112", + "summary": "The beacon shines bright light in a 60-foot radius and dim light in the next 60 feet. Creatures within a 10-foot radius of the beacon must succeed at a DC 20 Fortitude save or be dazzled until they are no longer within 10 feet of it.", + "activation": "two-actions] Interact" + }, + { + "name": "Flare Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Visual", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3370", + "summary": "Using bioluminescent matter or alchemical reagents, you rig a short-lived flare to a trip wire or pressure plate. When a Small or larger creature enters the square, this flare shoots into the sky. To creatures with a clear view of the sky, this flare is visible from up to 2 miles away on a clear day or up to 5 miles away on a clear night." + }, + { + "name": "Flash Beetle Lantern", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3222", + "summary": "This unassuming hooded lantern contains a mass of flash beetle eggs suspended in a magical solution. It sheds light on a 45-foot radius (and dim light in the next 45 feet).", + "activation": "Spotlight [one-action] (light, manipulate, visual); Frequency once per day; Effect Flipping a concealed lever in the lantern’s handle triggers a small current to pass through the solution. The eggs brighten and emit a series of brilliant flashes in a 30-foot cone. Each creature in the area of effect must attempt a DC 18 Fortitude save." + }, + { + "name": "Flask of Fellowship", + "trait": "Conjuration, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1056", + "summary": "This is a metal drinking flask, 4 inches in diameter and 10 inches tall. Its screw top is covered by four simple metal cups that nest together. ", + "activation": "Make an Impression; Effect If you share drinks from a flask of fellowship as part of your Make an Impression action, the drink that pours from the flask happens to be exactly what the target of your efforts would most like to have a dram or two of—wine, spirits, hot ginger tea, or ice cold water with lemon, for example. You gain a +1 item bonus on your Diplomacy check." + }, + { + "name": "Flawed Orb of Gold Dragonkind", + "trait": "Arcane, Artifact, Enchantment, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=616", + "summary": "Each of the legendary orbs of dragonkind contains the essence and personality of a powerful dragon, with each of the 10 most famous orbs preserving a different type of metallic or chromatic dragon’s spirit. It is believed that orbs for other types of true dragons exist, though that theory is yet to be confirmed.", + "activation": "two-actions] envision, Interact; Frequency Three times per day; Effect You attempt to overwhelm a dragon’s mind—while you cannot control the dragon, you can render it immobile for a short time. Choose a dragon within 60 feet; the dragon can attempt to resist the orb with a DC 30 Will saving throw (or higher with orb shards). Gold dragons take a –4 circumstance penalty to this saving throw. Any stun from this activation ends if the dragon is attacked or otherwise subject to a hostile act other than that of the orb." + }, + { + "name": "Flayleaf", + "trait": "Alchemical, Consumable, Drug, Ingested, Inhaled, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=624", + "summary": "The flayleaf plant is relatively common, though the mildly euphoric effects of smoking its dried leaves increase when it’s sourced from plants specifically grown to produce such effects.", + "activation": "one-action] Interact" + }, + { + "name": "Fleshgem (Combat)", + "trait": "Evocation, Invested, Primal, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1436", + "summary": "Originally developed as a body modification by oreads, fleshgems are crystals that can be implanted in the skin of a creature of any ancestry. While a fleshgem can be applied anywhere on the body for cosmetic purposes, the most common usage among adventurers is to implant them at the base of the fingers, to be used like brass knuckles.", + "activation": "one-action] to [two-actions] command; Frequency once per day; Requirements You are standing on the ground; Effect The ground around you erupts in a 10-foot burst of knee-high crystal shards that remain for 1 round, or 1 minute if you spent two actions. To all creatures other than you, the area is difficult terrain as well as hazardous terrain. Creatures that move through a space containing crystal shards take 2 piercing damage." + }, + { + "name": "Fleshgem (Earthspeaker)", + "trait": "Evocation, Invested, Primal, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1436", + "summary": "Originally developed as a body modification by oreads, fleshgems are crystals that can be implanted in the skin of a creature of any ancestry. While a fleshgem can be applied anywhere on the body for cosmetic purposes, the most common usage among adventurers is to implant them at the base of the fingers, to be used like brass knuckles.", + "activation": "one-action] to [two-actions] command; Frequency once per day; Requirements You are standing on the ground; Effect The ground around you erupts in a 10-foot burst of knee-high crystal shards that remain for 1 round, or 1 minute if you spent two actions. To all creatures other than you, the area is difficult terrain as well as hazardous terrain. Creatures that move through a space containing crystal shards take 2 piercing damage." + }, + { + "name": "Flickering", + "trait": "Illusion, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=3447", + "summary": "A flickering rune causes a weapon to shimmer, grow blurry and indistinct, and momentarily turn invisible at random intervals for a second or two. A flickering weapon adds its item bonus from its potency rune to the DC against attempts to Disarm or Steal it. On a critical hit, the weapon flashes bright pulses of color into the creature's eyes, dazzling the creature for 1 round (this effect has the visual trait).", + "activation": "two-actions] envision, command; Frequency once per day; Effect The flickering weapon casts blur to your specification." + }, + { + "name": "Flint and Steel", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2723", + "summary": "Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer." + }, + { + "name": "Floating Camouflage Blind", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=108", + "summary": "The floating camouflage blind comprises a wooden platform fastened to a pair of pontoons and is powered by a small clockwork motor. On this platform are four short walls, with a canvas cover providing protection from the elements. Typically, the outside of the blind is painted to blend in with any surrounding foliage. Floating camouflage blinds are often placed near the mouth of strategic waterways so that traffic can be stealthily monitored." + }, + { + "name": "Floating Tent (Four-Person)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2580", + "summary": "This diamond-shaped tent is designed for sleeping in planar environments without gravity, such as the Plane of Air. Weights are attached at each of its six points, carefully balanced against each other to prevent the tent from leaning too far in any one direction. The tent has an anchor, which can be used to moor the tent and prevent it from floating away from the object or location it is anchored to." + }, + { + "name": "Floating Tent (Pup)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2580", + "summary": "This diamond-shaped tent is designed for sleeping in planar environments without gravity, such as the Plane of Air. Weights are attached at each of its six points, carefully balanced against each other to prevent the tent from leaning too far in any one direction. The tent has an anchor, which can be used to moor the tent and prevent it from floating away from the object or location it is anchored to." + }, + { + "name": "Flooding Bolt", + "trait": "Consumable, Magical, Water", + "item_category": "Consumables", + "item_subcategory": "Magical Siege Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3869", + "summary": "The hardened glass head of this bolt is filled with sloshing sea water. Designed for sinking ships in naval combat, this bolt does damage as normal for its weapon type. If it deals damage to the ship’s hull, it pierces through the wall and lodges itself in place, the tip shattering and flooding the hold at a rate of 10 gallons per round for 1 minute. This bolt can be removed from the hull with an Interact action." + }, + { + "name": "Floorbell", + "trait": "Abjuration, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=815", + "summary": "This surprisingly sturdy 3-foot-by-3-foot clay tile resembles a thick pressure plate. It can support up to 500 pounds of weight atop it before it is destroyed. The floorbell's nature is obvious at a glance, but mundane or magical means can obscure or camouflage the tile (such as by covering it in scattered leaves or by casting an illusory object spell) to make it harder to detect.", + "activation": "two-actions] command, Interact; Effect The floorbell must be activated on level ground. When you do, specify the amount of weight that triggers the floorbell's alarm system. When the amount of weight you specify (or more) is placed on the floorbell, it emits an ear-piercing wail clearly audible to a range of 150 feet. A floorbell can also ring an alarm if a weight you specify is removed from the floorbell, such as if you activated it while a heavy sack was on it." + }, + { + "name": "Flower Press", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3247", + "summary": "A flower press resembles a book with wooden covers and straps that tighten down to apply pressure. There are individual pages for multiple plants. Pressing flowers and other plants in this way allows them to be preserved for future study or as ornamentation. It can also be used to make impressions of plants for inclusion in journals and guidebooks instead of illustrations. Most flower presses can contain a dozen or so flowers at a time, each one on a different layer." + }, + { + "name": "Fluid Form Staff", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3036", + "summary": "A glass orb atop this metal staff contains fine sand. While wielding the staff, you gain a +2 circumstance bonus to Perception checks to identify morph and polymorph magic.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Fluid Form Staff (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3036", + "summary": "A glass orb atop this metal staff contains fine sand. While wielding the staff, you gain a +2 circumstance bonus to Perception checks to identify morph and polymorph magic.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Fluid Form Staff (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3036", + "summary": "A glass orb atop this metal staff contains fine sand. While wielding the staff, you gain a +2 circumstance bonus to Perception checks to identify morph and polymorph magic.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Flurrying", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1867", + "summary": "When you make a Flurry of Blows using the etched weapon and your first Strike reduces a creature to 0 Hit Points, you can make your second Strike with an echo of the weapon, increasing the reach to 30 feet.", + "activation": "two-actions] (concentrate, force); Frequency once per day; Effect The weapon casts a spiritual weapon spell. The ghostly weapon looks like the etched weapon. Use your normal attack bonus and damage for the weapon instead of the damage listed in the spell, but use your Wisdom modifier instead of Strength when determining damage. You can choose to make a Flurry of Blows instead of a Strike when the spiritual weapon attacks; this still counts as your flourish for the turn. You can Sustain this activation in the same manner as the spell." + }, + { + "name": "Flying Blade Wheel Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3371", + "summary": "When a creature enters the square, a deadly flying wheel of spinning blades launches at it, making a Strike with an attack modifier of +35 that deals 8d8 slashing damage on a hit. Once on each of your turns, you can use an Interact action within 120 feet of the wheel to cause it to Fly up to 60 feet toward the creature it's chasing and make another Strike if it's within 5 feet of its target after it moves. After 1 minute, the spinning ceases, and the wheel falls to the ground. Creatures can destroy the wheel to stop it (AC 37, Fort +29, Ref +20, Hardness 10, HP 200, object immunities)." + }, + { + "name": "Flying Broomstick", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3023", + "summary": "This broom has a tenuous connection to gravity, and it tends to drift even while stowed. You can ride on the broom using one hand to guide it, and the broom can carry up to one passenger in addition to you. The broom moves at a fly Speed of 20 feet. The broom can carry only so much, taking a –10-foot penalty to its Speed if laden with more than 20 Bulk, and crashing to the ground if it carries more than 30 Bulk.", + "activation": "Lift Off [two-actions] (concentrate, manipulate) (concentrate, manipulate); Effect You name a destination on the same plane, and the broom speeds toward it at a fly Speed of 40 feet. You must either clutch the broom with two hands in order to ride it, or you need to release the broom to send it off with no rider. If you don't have a good idea of the location, layout, and general direction of the destination, or if your named destination is on another plane, the broom wanders aimlessly, circling back to its starting location after 30 minutes." + }, + { + "name": "Flying Fortress", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=93", + "summary": "The ultimate battlefield command center, this massive skyborne castle serves as a platform for launching aerial assaults on land-based and sea-based enemy positions. By hovering over an enemy position, the flying fortress can lay waste to enemies who lack countering siege weapons by firing down on their frontline defenses." + }, + { + "name": "Flying Submersible", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=109", + "summary": "This tubular vehicle flies with the aid of a pair of large gas-inflated balloons. With a clockwork-powered aft propeller, the vehicle can move forward if there are no extreme headwinds. Upon landing in the water, the balloons are deflated and stowed within the vehicle, while the aft propeller continues to move it on the surface of the water. By filling a long ballast tank in the vehicle’s keel, it can then submerge and travel underwater. The vehicle can stay submerged for only 1 hour until it must resurface to refresh its oxygen supply. The weapons of this vehicle are in a special compartment that allows them to be fired and reloaded underwater." + }, + { + "name": "Foe-Sensing Rod", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3882", + "summary": "Imbued with a spirit fragment that continually surveys the world around it, this crystalline bar is roughened to form a file at one end. When you apply the foe-sensing rod to a weapon, choose aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, giant, monitor, ooze, undead, or both fungus and plant. The spirit fragment is transferred into your weapon for 1 hour, keeping watch for creatures with the chosen trait or traits. The affected weapon vibrates slightly if such a creature is within 60 feet of you, unless the creature is disguised or hidden and has a Deception or Stealth DC of 26 or higher.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Folding Boat", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1370", + "summary": "This simple carved box can fold or unfold into a boat when activated.", + "activation": "two-actions] command, Interact; Effect The folding boat can take two shapes. The first is a wooden box that's 12 inches long, 6 inches wide, and 4 inches high; it weighs 1 Bulk and can store up to 1 Bulk of items. The other form is a rowboat. If the chosen form can't fit in the space, it takes the largest shape that does fit. You can activate the boat again to revert it to its original shape. If the boat is occupied, the item can't be activated. Much like a magical structure, a folding boat can't harm creatures when it unfolds and creatures within it are set aside harmlessly when it folds." + }, + { + "name": "Folding Boat (Greater)", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1370", + "summary": "A greater folding boat's alternate form is a cutter , rather than a rowboat, piloted and crewed by ethereal sailors . The ethereal sailors don't …", + "activation": "two-actions] command, Interact; Effect The folding boat can take two shapes. The first is a wooden box that's 12 inches long, 6 inches wide, and 4 inches high; it weighs 1 Bulk and can store up to 1 Bulk of items. The other form is a rowboat. If the chosen form can't fit in the space, it takes the largest shape that does fit. You can activate the boat again to revert it to its original shape. If the boat is occupied, the item can't be activated. Much like a magical structure, a folding boat can't harm creatures when it unfolds and creatures within it are set aside harmlessly when it folds." + }, + { + "name": "Folding Drums", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": " varies (see text)", + "url": "/Equipment.aspx?ID=926", + "summary": "You can unfold this virtuoso percussion instrument into a hand drum (1 Bulk), a marching drum set with a shoulder harness and back brace (3 Bulk), or a large standing drum set with a built-in stool (16 Bulk). Changing the folding drum's size is a 3-action Interact activity, and the drums must have sufficient open space to accommodate their new size.", + "activation": "one-action] Interact (concentrate); Frequency once per hour; Effect You play a pounding rhythm on the drum. If the next action you use is to cast a composition cantrip that has an emanation, increase the area of the emanation by 30 feet." + }, + { + "name": "Folding Ladder", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1 3 unfolded", + "url": "/Equipment.aspx?ID=1396", + "summary": "This multi-hinged, 10-foot ladder is useful for climbing upward or across dangerous pits. You can fold or unfold the ladder with two total Interact actions, which don't need to be consecutive." + }, + { + "name": "Follypops (Hotpops)", + "trait": "Consumable, Evocation, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=1313", + "summary": "These savory breaded snacks stuffed with cheese, peppers, and “secret ingredients” of draconic or demonic origin are often offered alongside a challenge—complete a full portion and get a free drink. For 1 hour after consuming follypops, your stomach gurgles and rumbles with magical potential. During this time, you can unleash magic in the area up to three times as a single action, which has the concentrate trait, with an area and damage determined by the type of pop; the third time you use this magic, the effects of your follypops end. All creatures within the area must attempt a DC 27 basic saving throw each time you unleash magic, as noted by the type of pop.", + "activation": "one-action] Interact" + }, + { + "name": "Follypops (Rotters)", + "trait": "Consumable, Evocation, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=1313", + "summary": "These savory breaded snacks stuffed with cheese, peppers, and “secret ingredients” of draconic or demonic origin are often offered alongside a challenge—complete a full portion and get a free drink. For 1 hour after consuming follypops, your stomach gurgles and rumbles with magical potential. During this time, you can unleash magic in the area up to three times as a single action, which has the concentrate trait, with an area and damage determined by the type of pop; the third time you use this magic, the effects of your follypops end. All creatures within the area must attempt a DC 27 basic saving throw each time you unleash magic, as noted by the type of pop.", + "activation": "one-action] Interact" + }, + { + "name": "Follypops (Sizzlers)", + "trait": "Consumable, Evocation, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=1313", + "summary": "These savory breaded snacks stuffed with cheese, peppers, and “secret ingredients” of draconic or demonic origin are often offered alongside a challenge—complete a full portion and get a free drink. For 1 hour after consuming follypops, your stomach gurgles and rumbles with magical potential. During this time, you can unleash magic in the area up to three times as a single action, which has the concentrate trait, with an area and damage determined by the type of pop; the third time you use this magic, the effects of your follypops end. All creatures within the area must attempt a DC 27 basic saving throw each time you unleash magic, as noted by the type of pop.", + "activation": "one-action] Interact" + }, + { + "name": "Force Tiles", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1006", + "summary": "Light refracts in strange ways through these precisely ground glass tiles, lengthening the refracted force and causing it to push back. Adding this catalyst to a wall of force spell increases the wall's maximum length to 80 feet and maximum height to 40 feet and causes creatures that try to move into the wall's space (or are Shoved into the wall) to take 2d6 force damage.", + "activation": "Cast a Spell" + }, + { + "name": "Forensic Dye", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3353", + "summary": "Activating this vial of colorless liquid requires inserting a small amount of another chemical or material, such as blood or mud. The vial reacts rapidly, transforming into a murky, reddish-brown substance for a brief moment before turning clear once more.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Forgefather's Seal", + "trait": "Artifact, Divine, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3120", + "summary": "This rune was created by Torag, god of the forge, protection, and strategy, and shared with his greatest artisans and warriors. Torag designed a small number of these seals as gifts to allied deities; each one is nearly identical but has a different spell effect when using the reaction activation; for instance, Sarenrae's seal casts sunburst instead of earthquake.", + "activation": "Stalwart Sacrifice [free-action] (concentrate); Trigger You have not acted yet on your turn; Effect You call upon Torag to defend your allies and those around you, sacrificing yourself in the process. Creatures of your choosing within 60 feet recover all their Hit Points. If any of the creatures are dead, they are instead brought back to life with half of their maximum Hit Points. The chosen creatures also gain a +4 status bonus to AC and saving throws, and fast healing 15 for 1 hour. You can use this ability to bring back to life a creature that requires a wish ritual or divine intervention to raise from the dead, as long as you choose no other creatures within 60 feet to recover. Once you use this activation, you are turned into a perfect statue made from stone or metal that depicts you in a glorious pose honoring your sacrifice, and you can never be restored. The Forgefather's seal remains on this statue and can be transferred to another suit of armor or a runestone as normal." + }, + { + "name": "Forgetful Drops", + "trait": "Alchemical, Consumable, Ingested, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1621", + "summary": "These innocuous, colorless drops can be poured directly into a victim's mouth, or slipped into their food or drink. They initially haze a victim's mind slightly, making them easier to fool; in later stages, they can lead to the victim entering a murderous confused state. Secret societies use these drops to befuddle a target or to frame them for violence.", + "activation": "one-action] Interact" + }, + { + "name": "Forgetful Ink", + "trait": "Alchemical, Consumable, Contact, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=969", + "summary": "Used to write secret messages, a single dose of forgetful ink is enough to pen a page of text, often with flourishes extending to the page's edges. Anyone handling the page is exposed to the poison. This includes casual reading, unless the reader specifically takes precautions not to physically touch it. Unlike other poisons, forgetful ink retains its potency for one year, regardless of the number of victims exposed.", + "activation": "one-action] Interact" + }, + { + "name": "Forgotten Signet", + "trait": "Artifact, Invested, Magical, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2362", + "summary": "At the center of this silver ring gleams an obsidian gem, its surface emblazoned with a blood-red rune of forgetting. While wearing a forgotten signet, you’re subjected to hidden mind (+32 counteract bonus) and easily fade from others’ memory. Sapient creatures must attempt a DC 42 Will save each time you depart from their company or they forget you entirely." + }, + { + "name": "Formula Book (Blank)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2724", + "summary": "A formula book holds the formulas necessary to make items other than the common equipment from this chapter; characters of the alchemist class typically get one for free. Each formula book can hold the formulas for up to 100 different items. Formulas can also appear on parchment sheets, tablets, and almost any other medium; there's no need for you to copy them into a specific book as long as you can keep them on hand to reference them." + }, + { + "name": "Fortification", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2789", + "summary": "A fortification rune wards against the deadliest attacks. Each time you’re critically hit while wearing the etched armor, attempt a DC 17 flat check. On a success, it becomes a normal hit. This property thickens the armor, increasing its Bulk by 1 and the Strength modifier require to reduce its penalties by 1." + }, + { + "name": "Fortification (Greater)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2789", + "summary": "A fortification rune wards against the deadliest attacks. Each time you’re critically hit while wearing the etched armor, attempt a DC 17 flat check. On a success, it becomes a normal hit. This property thickens the armor, increasing its Bulk by 1 and the Strength modifier require to reduce its penalties by 1." + }, + { + "name": "Fortifying Pebble", + "trait": "Abjuration, Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=522", + "summary": "This small pebble is strangely dense and surprisingly durable, affixed to an object by a sturdy steel chain. When you activate the pebble, the affixed object takes 10 less damage.", + "activation": "free-action] envision; Trigger The affixed object would take damage" + }, + { + "name": "Fortune Cord", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3169", + "summary": "In many parts of Tian Xia, it's tradition to mint coins with holes in the centers for the purpose of being able to thread a cord through them and tie them off for security and ease of transaction. This immaculately braided red cord is made in this tradition and can hold up to 100 coins at any given time. As long as you carry a fortune cord, you gain a +2 item bonus to skill checks to Earn Income.", + "activation": "two-actions] manipulate, Interact; Effect You whip the fortune cord, causing 10 coins loaded onto it to detach and fire at a creature within 100 feet that you can see. That creature takes 4d6 damage (DC 28 basic Reflex save); the damage type depends on the type of coins you've loaded. Copper coins deal acid damage, silver coins deal electricity damage, gold coins deal fire damage, and platinum coins deal cold damage." + }, + { + "name": "Fortune's Coin", + "trait": "Fortune, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2190", + "summary": "This coin is struck with the image of a beatific seraph in gold on one side and a fearsome fiend with seven eyes enameled in black on the other. While it may seem nothing more than a curiosity, it's a powerful agent of fortune when activated.", + "activation": "reaction] (manipulate); Trigger You fail a check or attack; Effect Flip the coin. If it lands on the seraph side, you get a 12 on the die instead of what you rolled. If it lands on the fiend side, one of the eyes on the fiend closes. Either way, you're temporarily immune to fortune's coin for 1 hour. When all seven eyes are closed, the coin vanishes into a puff of smoke, disappearing forever. This activation is a fortune effect, regardless of how the coin flip lands." + }, + { + "name": "Fortune's Coin (Platinum)", + "trait": "Fortune, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2190", + "summary": "This coin is struck with the image of a beatific seraph in gold on one side and a fearsome fiend with seven eyes enameled in black on the other. While it may seem nothing more than a curiosity, it's a powerful agent of fortune when activated.", + "activation": "reaction] (manipulate); Trigger You fail a check or attack; Effect Flip the coin. If it lands on the seraph side, you get a 12 on the die instead of what you rolled. If it lands on the fiend side, one of the eyes on the fiend closes. Either way, you're temporarily immune to fortune's coin for 1 hour. When all seven eyes are closed, the coin vanishes into a puff of smoke, disappearing forever. This activation is a fortune effect, regardless of how the coin flip lands." + }, + { + "name": "Fortune's Favor", + "trait": "Fortune, Invested, Magical, Relic, Unique", + "item_category": "Relics", + "item_subcategory": "Relic Seeds", + "bulk": "", + "url": "/Equipment.aspx?ID=2406", + "summary": "Blessed by Nivi Rhombodazzle, this striking silver necklace is adorned with sparkling sapphires that draw the eye of any who see it. Over the years, this necklace has appeared in many paintings and illustrations, usually around the neck of a carefree and daring adventurer or a stylish rake gambling vast sums of coin. Finding this relic is always seen as a sign of great fortune to come, but when that luck runs out, the necklace is lost just as quickly. Wearing the relic, you quickly realize how distracting it can be, granting you a +1 item bonus on Deception checks made to Feint and on Games Lore checks made to gamble or determine the outcome of a game of chance." + }, + { + "name": "Fossil Fragment (Amber Mosquito)", + "trait": "Earth, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2590", + "summary": "A minuscule insect preserved in fossilized tree sap, this fragment becomes a giant mosquito when activated. It can be called upon once per day for up to 10 minutes. The fossil mosquito can't afflict anyone with septic malaria. If the mosquito uses Blood Drain, it doesn't gain temporary Hit Points, but instead collects blood from the victim. The blood stays within the mosquito indefinitely and stays fresh while it does. If the mosquito uses Blood Drain again, any blood from before that use is lost.", + "activation": "Fossile Metamorphosis [two-actions] (concentrate, manipulate); Effect You activate the fragment by placing it on solid ground and then speaking its name, causing the fragment to form the full fossilized skeleton of a creature. In creature form, the fragment has the minion trait. Because it's an animated fossil instead of a living creature, it has the construct and earth traits and lacks its normal creature type trait (typically animal). It's also immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, void, and unconscious. It can understand your language, and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency, if any, appear in its entry below." + }, + { + "name": "Fossil Fragment (Brontosaurus Phalange)", + "trait": "Earth, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2590", + "summary": "This massive toe bone becomes a brontosaurus when activated. It can be called upon no more than four times per month. The skeleton remains for 24 hours if used as a beast of burden or for transport. If it attempts an attack or otherwise engage in combat, it reverts to its fragment form after 1d4 rounds. The skeleton is so massive and sturdy that it can serve as the base of a structure (from an item or spell effect with the structure trait), provided the structure is no larger than 20 feet in width or height. When the brontosaurus reverts to its fragment form, the structure reverts with it.", + "activation": "Fossile Metamorphosis [two-actions] (concentrate, manipulate); Effect You activate the fragment by placing it on solid ground and then speaking its name, causing the fragment to form the full fossilized skeleton of a creature. In creature form, the fragment has the minion trait. Because it's an animated fossil instead of a living creature, it has the construct and earth traits and lacks its normal creature type trait (typically animal). It's also immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, void, and unconscious. It can understand your language, and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency, if any, appear in its entry below." + }, + { + "name": "Fossil Fragment (Deinonychus Claw)", + "trait": "Earth, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2590", + "summary": "This curved claw becomes a deinonychus when activated. It can be called upon once per day and can remain in deinonychus form for no more than 10 …", + "activation": "Fossile Metamorphosis [two-actions] (concentrate, manipulate); Effect You activate the fragment by placing it on solid ground and then speaking its name, causing the fragment to form the full fossilized skeleton of a creature. In creature form, the fragment has the minion trait. Because it's an animated fossil instead of a living creature, it has the construct and earth traits and lacks its normal creature type trait (typically animal). It's also immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, void, and unconscious. It can understand your language, and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency, if any, appear in its entry below." + }, + { + "name": "Fossil Fragment (Eurypterid Paddle)", + "trait": "Earth, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2590", + "summary": "The tip of an oar-like limb specialized for swimming becomes a spiny eurypterid when activated. It can be called upon once a week for up to 24 hours. The eurypterid can serve as a mount for a creature one size smaller than it or smaller, and when it does, it confers the ability to breathe both air and water upon its rider.", + "activation": "Fossile Metamorphosis [two-actions] (concentrate, manipulate); Effect You activate the fragment by placing it on solid ground and then speaking its name, causing the fragment to form the full fossilized skeleton of a creature. In creature form, the fragment has the minion trait. Because it's an animated fossil instead of a living creature, it has the construct and earth traits and lacks its normal creature type trait (typically animal). It's also immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, void, and unconscious. It can understand your language, and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency, if any, appear in its entry below." + }, + { + "name": "Fossil Fragment (Petrified Wood)", + "trait": "Earth, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2590", + "summary": "This colorful sliver of petrified wood becomes an awakened tree when activated. It doesn't have the normal weaknesses of an awakened tree, but it's rooted in place, immobilized. As a single action, it can throw a petrified seed, such as a stone pine cone or acorn, up to 60 feet. A copy of the tree appears there, provided there's an unoccupied space large enough for it. While two trees exist, if either tree throws another seed, one of the existing trees disappears, replaced by the new tree. The tree can be called upon once per day for up to 1 minute. This duration starts when you activate the item, and all trees disappear when it ends.", + "activation": "Fossile Metamorphosis [two-actions] (concentrate, manipulate); Effect You activate the fragment by placing it on solid ground and then speaking its name, causing the fragment to form the full fossilized skeleton of a creature. In creature form, the fragment has the minion trait. Because it's an animated fossil instead of a living creature, it has the construct and earth traits and lacks its normal creature type trait (typically animal). It's also immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, void, and unconscious. It can understand your language, and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency, if any, appear in its entry below." + }, + { + "name": "Fossil Fragment (Triceratops Frill)", + "trait": "Earth, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2590", + "summary": "This small piece of triceratops frill turns into a triceratops when activated. It can be called upon once per day and can remain in triceratops form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller.", + "activation": "Fossile Metamorphosis [two-actions] (concentrate, manipulate); Effect You activate the fragment by placing it on solid ground and then speaking its name, causing the fragment to form the full fossilized skeleton of a creature. In creature form, the fragment has the minion trait. Because it's an animated fossil instead of a living creature, it has the construct and earth traits and lacks its normal creature type trait (typically animal). It's also immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, void, and unconscious. It can understand your language, and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency, if any, appear in its entry below." + }, + { + "name": "Fossil Fragment (Tyrannosaur Tooth)", + "trait": "Earth, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2590", + "summary": "This dagger-shaped tooth turns into a tyrannosaurus when activated. It can be called upon once per day and can remain in tyrannosaurus form for no more than 10 minutes. The skeleton can serve as a mount for a creature one size smaller than it or smaller.", + "activation": "Fossile Metamorphosis [two-actions] (concentrate, manipulate); Effect You activate the fragment by placing it on solid ground and then speaking its name, causing the fragment to form the full fossilized skeleton of a creature. In creature form, the fragment has the minion trait. Because it's an animated fossil instead of a living creature, it has the construct and earth traits and lacks its normal creature type trait (typically animal). It's also immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, vitality, void, and unconscious. It can understand your language, and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation's frequency, if any, appear in its entry below." + }, + { + "name": "Fox", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1679", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Foxglove Token", + "trait": "Magical, Poison, Spellheart, Uncommon", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3725", + "summary": "This small piece of wood is finely carved to depict a foxglove. The spell DC of any spell cast by Activating this item is 17. Armor You gain …", + "activation": "Cast a Spell; Frequency once per day; Effect You cast 4th-rank wall of thorns." + }, + { + "name": "Fraudslayer Oil", + "trait": "Alchemical, Consumable, Contact, Mental, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2006", + "summary": "Made from a rare root that reacts to the physical changes that happen when someone is being deceitful, fraudslayer oil is a blunt instrument. It can compel truth, but it carries a fatal price if the victim can’t stop themself from repeatedly telling lies. While under the effect of fraudslayer oil, the victim takes the listed poison damage and mental damage for any time they voluntarily and knowingly tell a lie, due to the poison’s increased blood pressure to their brain. They take this damage once per round at most, even if they lie several times in rapid succession. The victim is aware of this effect and can choose to not answer or give only evasive, technically truthful, answers.", + "activation": "three-actions] (manipulate)" + }, + { + "name": "Freedom's Flame", + "trait": "Artifact, Magical, Mythic, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3509", + "summary": "This +4 major striking holy morningstar is made of wood and adorned with golden flames traced along its haft and head. It has the razing trait, and it ignores the Hardness of structures used to hold those you feel are being unjustly imprisoned (subject to the GM’s discretion).", + "activation": "Holy Retribution [free-action] (concentrate, divine); Frequency once per day; Trigger Your previous action was to use Freedom’s Flame to Strike a foe you have witnessed use a compulsion or control effect on an ally within the past hour; Effect Spend a Mythic Point; your blow is empowered by the righteousness of Milani. The target’s holy weakness is triggered again or, if the target doesn’t have a holy weakness, it takes 15 spirit damage." + }, + { + "name": "Freeze Ammunition", + "trait": "Alchemical, Cold, Consumable, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1898", + "summary": "Freeze ammunition carries chilling reagents that activate on contact with the target. A creature hit by activated freeze ammunition takes cold damage instead of the weapon's normal damage type, plus 2 cold splash damage. Hitting a 5-foot-square surface successfully with freeze ammunition deals 2 cold splash damage and covers the space in a layer of ice. Each creature standing on the icy surface must succeed at a DC 20 Reflex save or Acrobatics check or else fall prone. Creatures using an action to move onto the icy surface must attempt either a Reflex save or an Acrobatics check to Balance. Creatures that Step or Crawl don't need to attempt a check or save. The ice melts after 1 minute, although unusually hot or cold temperatures can change this duration at the GM's discretion. Dealing at least 1 point of fire damage to the ice removes it instantly", + "activation": "one-action] (manipulate)" + }, + { + "name": "Freezing Ammunition", + "trait": "Cold, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3393", + "summary": "This chilly ammunition is dark blue and cold to the touch. When activated freezing ammunition hits a target, the target must succeed at a DC 19 Fortitude save or be slowed 1 for 1 round by the intense cold (slowed 1 for 1 minute on a critical failure).", + "activation": "one-action] (manipulate)" + }, + { + "name": "Frenzied Quintessence", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3883", + "summary": "Contained within this small iron-bound glass sphere is a raging whirlwind of colors, each fighting for prominence. After a successful Strike with a weapon enhanced by frenzied quintessence, you are quickened for 1 round. You can use the additional action only to Stride toward a foe or Strike.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Frenzy Oil", + "trait": "Alchemical, Consumable, Contact, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=552", + "summary": "This oil, which is pressed from vrock spores and mixed with a combination of acacia ash and thistle seeds, seeps into the skin of living creatures, initially inspiring irritability that unpredictably manifests as berserk rage.", + "activation": "one-action] Interact" + }, + { + "name": "Frog", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1680", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Frog Chair", + "trait": "Clockwork, Magical, Uncommon", + "item_category": "Assistive Items", + "item_subcategory": "Mobility Devices", + "bulk": "3", + "url": "/Equipment.aspx?ID=1162", + "summary": "This clockwork traveler's chair is shaped like a wheeled frog, with springs attached to the bottom and an extensible tongue on the front. ", + "activation": "one-action] Interact; Frequency once per minute; Effect You activate the wheelchair's tongue to grab a nearby object and bring it to you. Interact to pick up an unattended object within 15 feet and bring it to your empty hand. If you don't have a hand to take the object, it falls in your space instead." + }, + { + "name": "Frogskin Tincture", + "trait": "Alchemical, Consumable, Elixir, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3234", + "summary": "Once you imbibe this bitter elixir, your skin exudes a toxin for 1 hour, affecting any creature that hits you with a jaws Strike or other bite attack. If you are Swallowed Whole by another creature, they are automatically exposed to the poison every round and take a –2 penalty to their saving throw against it.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Frost", + "trait": "Cold, Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2839", + "summary": "This weapon is empowered with freezing ice. It deals an additional 1d6 cold damage on a successful Strike. On a critical hit, the target is also slowed 1 until the end of your next turn unless it succeeds at a DC 24 Fortitude save." + }, + { + "name": "Frost (Greater)", + "trait": "Cold, Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2839", + "summary": "This weapon is empowered with freezing ice. It deals an additional 1d6 cold damage on a successful Strike. On a critical hit, the target is also slowed 1 until the end of your next turn unless it succeeds at a DC 24 Fortitude save." + }, + { + "name": "Frost Breath", + "trait": "Air, Bottled Breath, Cold, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Bottled Breath", + "bulk": "L", + "url": "/Equipment.aspx?ID=2581", + "summary": "This bottle of frozen vapors is captured in the frozen peaks of the crown of the world. After inhaling frost breath, you gain resistance 5 to cold. You can exhale the frost breath as a single action to release a spray of frigid air in a 15- foot cone. Each creature in the area takes 4d6 cold damage with a DC 20 basic Reflex save. For 10 minutes, surfaces in the area are covered in ice, becoming difficult terrain and uneven ground (Acrobatics DC 20).", + "activation": "one-action] (manipulate)" + }, + { + "name": "Frost Vial (Greater)", + "trait": "Alchemical, Bomb, Cold, Consumable, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3293", + "summary": "The bright blue liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d6 cold damage and 3 cold splash damage, and the target takes a –10-foot penalty." + }, + { + "name": "Frost Vial (Lesser)", + "trait": "Alchemical, Bomb, Cold, Consumable, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3293", + "summary": "The bright blue liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d6 cold damage and 1 cold splash damage, and the target takes a –5-foot penalty." + }, + { + "name": "Frost Vial (Major)", + "trait": "Alchemical, Bomb, Cold, Consumable, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3293", + "summary": "The bright blue liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d6 cold damage and 4 cold splash damage, and the target takes a –15-foot penalty." + }, + { + "name": "Frost Vial (Moderate)", + "trait": "Alchemical, Bomb, Cold, Consumable, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3293", + "summary": "The bright blue liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d6 cold damage and 2 cold splash damage, and the target takes a –10-foot penalty." + }, + { + "name": "Frost Worm Snare", + "trait": "Clockwork, Cold, Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1129", + "summary": "The snare takes the form of a Tiny frost worm clockwork toy. When a creature enters its square, the snare activates, causing the worm to let loose a 30-foot line of frost in the direction from which the creature entered the square. For instance, if a creature entered the square coming from the south, the worm would shoot the line south, to hit any allies of the triggering creature. Those within the line must succeed a DC 25 basic Reflex save or take 10d6 cold damage. After spitting its frost, the snare falls apart." + }, + { + "name": "Frostwalker Pattern", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2208", + "summary": "Northern peoples design magical tattoos to protect against wintry weather, typically in geometric patterns with a combination of straight lines and whorls. This tattoo negates any damage you take from severe environmental cold and reduces damage you take from extreme cold to equal that of severe cold.", + "activation": "one-action] (concentrate); Frequency once per day; Effect Until the end of your next turn, you ignore difficult terrain and greater difficult terrain from ice and snow and don't risk falling when crossing ice." + }, + { + "name": "Frozen Lava", + "trait": "Consumable, Fire, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3000", + "summary": "This blueberry-sized bead appears to be a sphere of glass with a flickering light at its core. In truth, the “glass” is a bubble of solidified time magic, containing suspended lava at the exact point before a volcanic eruption. When activated, it becomes a tiny beacon of bright light before unleashing its power. After you Activate frozen lava, it quickly heats up. If you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. If no one hurls the bead by the start of your next turn, it pops like an ostentatious but harmless firework.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Frozen Lava of Barrowsiege", + "trait": "Consumable, Fire, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3000", + "summary": "This blueberry-sized bead appears to be a sphere of glass with a flickering light at its core. In truth, the “glass” is a bubble of solidified time magic, containing suspended lava at the exact point before a volcanic eruption. When activated, it becomes a tiny beacon of bright light before unleashing its power. After you Activate frozen lava, it quickly heats up. If you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. If no one hurls the bead by the start of your next turn, it pops like an ostentatious but harmless firework.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Frozen Lava of Blackpeak", + "trait": "Consumable, Fire, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3000", + "summary": "This blueberry-sized bead appears to be a sphere of glass with a flickering light at its core. In truth, the “glass” is a bubble of solidified time magic, containing suspended lava at the exact point before a volcanic eruption. When activated, it becomes a tiny beacon of bright light before unleashing its power. After you Activate frozen lava, it quickly heats up. If you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. If no one hurls the bead by the start of your next turn, it pops like an ostentatious but harmless firework.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Frozen Lava of Droskar's Crag", + "trait": "Consumable, Fire, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3000", + "summary": "This blueberry-sized bead appears to be a sphere of glass with a flickering light at its core. In truth, the “glass” is a bubble of solidified time magic, containing suspended lava at the exact point before a volcanic eruption. When activated, it becomes a tiny beacon of bright light before unleashing its power. After you Activate frozen lava, it quickly heats up. If you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. If no one hurls the bead by the start of your next turn, it pops like an ostentatious but harmless firework.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Frozen Lava of Ka", + "trait": "Consumable, Fire, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3000", + "summary": "This blueberry-sized bead appears to be a sphere of glass with a flickering light at its core. In truth, the “glass” is a bubble of solidified time magic, containing suspended lava at the exact point before a volcanic eruption. When activated, it becomes a tiny beacon of bright light before unleashing its power. After you Activate frozen lava, it quickly heats up. If you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. If no one hurls the bead by the start of your next turn, it pops like an ostentatious but harmless firework.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Frozen Lava of Mhar Massif", + "trait": "Consumable, Fire, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3000", + "summary": "This blueberry-sized bead appears to be a sphere of glass with a flickering light at its core. In truth, the “glass” is a bubble of solidified time magic, containing suspended lava at the exact point before a volcanic eruption. When activated, it becomes a tiny beacon of bright light before unleashing its power. After you Activate frozen lava, it quickly heats up. If you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. If no one hurls the bead by the start of your next turn, it pops like an ostentatious but harmless firework.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Frozen Lava of Pale Mountain", + "trait": "Consumable, Fire, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3000", + "summary": "This blueberry-sized bead appears to be a sphere of glass with a flickering light at its core. In truth, the “glass” is a bubble of solidified time magic, containing suspended lava at the exact point before a volcanic eruption. When activated, it becomes a tiny beacon of bright light before unleashing its power. After you Activate frozen lava, it quickly heats up. If you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. If no one hurls the bead by the start of your next turn, it pops like an ostentatious but harmless firework.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Frozen Lava of Sakalayo", + "trait": "Consumable, Fire, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3000", + "summary": "This blueberry-sized bead appears to be a sphere of glass with a flickering light at its core. In truth, the “glass” is a bubble of solidified time magic, containing suspended lava at the exact point before a volcanic eruption. When activated, it becomes a tiny beacon of bright light before unleashing its power. After you Activate frozen lava, it quickly heats up. If you or anyone else hurls it (an Interact action), it detonates as a fireball where it lands. Your toss can place the center of the fireball anywhere within 70 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. If no one hurls the bead by the start of your next turn, it pops like an ostentatious but harmless firework.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Fu Water", + "trait": "Consumable, Divine, Good, Necromancy, Potion, Splash", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "", + "url": "/Equipment.aspx?ID=987", + "summary": "Burnt fulu ashes float in this liquid, lending a distinctive red color and imparting it with a variety of purifying effects. Unlike many fulu items, fu water must be created using divine magic.", + "activation": "one-action] Interact; Effect You drink the fu water to counteract ailments within yourself. Attempt a counteract check with a +9 counteract modifier and a counteract level of 3 against one effect that imposes the confused, fascinated, frightened, or stupefied condition. You are then sickened 1." + }, + { + "name": "Fulcrum Lattice", + "trait": "Occult, Transmutation, Unique", + "item_category": "Other", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=943", + "summary": "This silver and copper framework is shaped to hold four focusing lenses, one behind the other, from smallest to largest. It has a socketed base to be mounted into a stand, such as that found in a lighthouse lantern. The Fulcrum Lattice was specifically designed to hold the four fulcrum lenses from smallest to largest (ebon, crimson, ochre, emerald), and it hums slightly while within 10 feet of any fulcrum lens. A fulcrum lens slotted into the Fulcrum Lattice has no Bulk; the lattice remains at 1 Bulk and can be carried easily. Inserting or removing a lens from the Fulcrum Lattice requires a single Interact action." + }, + { + "name": "Fulu Compendium", + "trait": "Mental, Necromancy, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=988", + "summary": "This pamphlet-sized book records the various symbols seen on fulu and also contains some ready-made magic on a special page that restores itself every day at sunrise. Using the compendium as a reference grants a +2 item bonus to any skill checks to determine a fulu's function or authenticity.", + "activation": "two-actions] Interact; Frequency once per day; Effect You rip a page from the fulu compendium and cast it in a wide arc; as it flies in that arc, it multiplies into a storm of fulus. All undead creatures in a 30-foot emanation are affected by a spirit-sealing fulu with a save DC of 25." + }, + { + "name": "Fulu of Fire Suppression", + "trait": "Abjuration, Consumable, Fulu, Magical", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=975", + "summary": "The silver ink on this black paper charm ebbs in and out of sight, especially when caught out of the corner of your eye. Usually placed in the kitchen, this fulu slows the spread of fire in a 30-foot radius by half." + }, + { + "name": "Fulu of Flood Suppression", + "trait": "Abjuration, Consumable, Fulu, Magical", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=976", + "summary": "This blue fulu bears dark ink that slowly swirls and twists about itself, expanding and contracting on the paper over the course of the day in time with the tides. This fulu is most effective in the lowest area of a building, or near the most valuable or least-waterproof items. They're often seen as the rainy season approaches, with demand spiking just before a particularly large storm hits." + }, + { + "name": "Fulu of the Drunken Monkey", + "trait": "Abjuration, Consumable, Fulu, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=974", + "summary": "The monkey on this fulu sits on the point of the armor just over the bearer's stomach, happily drinking any intoxicants that come flowing down. When you activate the fulu, you gain a +2 status bonus on the triggering Fortitude save and on Fortitude saves against the same poison for the next minute. If the triggering poison was normal alcohol, you instead automatically succeed at the triggering save and gain a +4 status bonus on saves against alcohol for 1 minute.", + "activation": "free-action] envision; Trigger You attempt a Fortitude save against an ingested poison." + }, + { + "name": "Fulu of the Stoic Ox", + "trait": "Abjuration, Consumable, Fulu, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=977", + "summary": "The ox on this fulu rests vigilantly on the point of the armor right over the bearer's heart, protecting the bearer against diseases and safeguarding their health. When you activate the fulu, you gain a +2 status bonus on the triggering Fortitude save and on all Fortitude saves against the same disease for the next minute.", + "activation": "free-action] envision; Trigger You attempt a Fortitude save against a disease." + }, + { + "name": "Fulus of Concealment", + "trait": "Consumable, Fulu, Illusion, Magical", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=973", + "summary": "This fulu comes in four pieces, one placed in each cardinal direction. Choose one of the following traits when Activating the fulus: animal, beast, celestial, fey, fiend, humanoid, monitor, plant, or undead. Those within the fulus' circle upon activation (including the fulus themselves) gain the effect of invisibility sphere, but only against creatures with the chosen trait. If any of the fulus are moved or destroyed after activation, the effect ends." + }, + { + "name": "Fundamental Oil", + "trait": "Consumable, Magical, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2070", + "summary": "Made of elemental salts and essences from the Inner Sphere or where such planes leak onto the Universe, fundamental oil is anathema to elementals and other creatures with a weakness to elemental damage. A weapon anointed with this oil acts as bane oil to elementals, but the damage type is the same as the target’s greatest weakness if the target has weakness to acid, cold, electricity, fire, or sonic damage. If it has none of these, the additional damage is the same type as the weapon’s damage type. These effects last 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Fungal Walk Musk", + "trait": "Alchemical, Consumable, Olfactory", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=940", + "summary": "This foul-smelling unguent dulls the odors and traces that fungus creatures detect. For 1 day after you slather this musk on your body, fungus creatures take a –4 penalty to Perception checks to Seek you or otherwise notice you. If a fungus creature is mindless, it instead has a –6 penalty. The musk also grants you a +1 item bonus to AC against melee attacks from fungus creatures with no vision for the same period of time. The effects of fungal walk musk end immediately if you're submerged in water or subject to another olfactory effect.", + "activation": "one-action] Interact" + }, + { + "name": "Furnace of Endings", + "trait": "Fire, Invested, Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2552", + "summary": "Ash Cultists make use of these metal scroll cases to deliver secret messages or as ways to “smuggle” stolen documents since initial inspections find an elegant yet empty case. The cases are enchanted to instantly immolate any parchment or document placed inside of it. While invested, you can Interact with the scroll case to recreate the last message that was destroyed this way. For as long as the case is open, ashes will rise into the air, recreating the text of the message exactly as it was written. When you close the case or leave it unattended for 1 minute, the message scatters until the next time you Interact with it.", + "activation": "one-action] to [three-actions] envision, Cast a Spell; Frequency once per day; Requirements The last object burned was a scroll containing an appropriate spell; Effect You cast the stored spell as if you were activating the scroll." + }, + { + "name": "Furnace of Endings (Greater)", + "trait": "Fire, Invested, Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2552", + "summary": "Ash Cultists make use of these metal scroll cases to deliver secret messages or as ways to “smuggle” stolen documents since initial inspections find an elegant yet empty case. The cases are enchanted to instantly immolate any parchment or document placed inside of it. While invested, you can Interact with the scroll case to recreate the last message that was destroyed this way. For as long as the case is open, ashes will rise into the air, recreating the text of the message exactly as it was written. When you close the case or leave it unattended for 1 minute, the message scatters until the next time you Interact with it.", + "activation": "one-action] to [three-actions] envision, Cast a Spell; Frequency once per day; Requirements The last object burned was a scroll containing an appropriate spell; Effect You cast the stored spell as if you were activating the scroll." + }, + { + "name": "Furnace of Endings (Lesser)", + "trait": "Fire, Invested, Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2552", + "summary": "Ash Cultists make use of these metal scroll cases to deliver secret messages or as ways to “smuggle” stolen documents since initial inspections find an elegant yet empty case. The cases are enchanted to instantly immolate any parchment or document placed inside of it. While invested, you can Interact with the scroll case to recreate the last message that was destroyed this way. For as long as the case is open, ashes will rise into the air, recreating the text of the message exactly as it was written. When you close the case or leave it unattended for 1 minute, the message scatters until the next time you Interact with it.", + "activation": "one-action] to [three-actions] envision, Cast a Spell; Frequency once per day; Requirements The last object burned was a scroll containing an appropriate spell; Effect You cast the stored spell as if you were activating the scroll." + }, + { + "name": "Furnace of Endings (Major)", + "trait": "Fire, Invested, Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2552", + "summary": "Ash Cultists make use of these metal scroll cases to deliver secret messages or as ways to “smuggle” stolen documents since initial inspections find an elegant yet empty case. The cases are enchanted to instantly immolate any parchment or document placed inside of it. While invested, you can Interact with the scroll case to recreate the last message that was destroyed this way. For as long as the case is open, ashes will rise into the air, recreating the text of the message exactly as it was written. When you close the case or leave it unattended for 1 minute, the message scatters until the next time you Interact with it.", + "activation": "one-action] to [three-actions] envision, Cast a Spell; Frequency once per day; Requirements The last object burned was a scroll containing an appropriate spell; Effect You cast the stored spell as if you were activating the scroll." + }, + { + "name": "Fury Cocktail (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1917", + "summary": "A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Fury Cocktail (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1917", + "summary": "A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Fury Cocktail (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1917", + "summary": "A fury cocktail is a fortifying ginger beer spiked with rum and a mixer. It's rumored to have originated from a barbarian-themed festival in a popular mead hall specializing in alchemical beverages.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Gadget Skates", + "trait": "Clockwork, Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1113", + "summary": "Gadget skates are metal devices that come in pairs and strap onto existing footwear (or a creature's feet). When you Activate gadget skates, …", + "activation": "one-action] Interact (move)" + }, + { + "name": "Gaffe Glasses", + "trait": "Cursed, Invested, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2380", + "summary": "These wire-rim glasses appear to be glasses of sociability, making you think they grant a +1 item bonus to Diplomacy when they grant none. The GM secretly adjusts your Diplomacy checks to ignore the bonus, and if you have multiple +1 item bonuses to Diplomacy, the glasses take precedence, negating those bonuses.", + "activation": "one-action] (concentrate); Effect Like glasses of sociability, with the same limitations, you stare at another creature. If you've met and exchanged names, you expect to instantly remember the target's name. However, you recall the worst possible incorrect name, such as mistaking a famous artist for their hated rival. This blunder doesn't prevent you from realizing the creature's real name after you've been corrected. Once you use this activation, the glasses fuse to you." + }, + { + "name": "Galley", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=75", + "summary": "Space 130 feet long, 20 feet wide, 25 feet high" + }, + { + "name": "Gallows Tooth", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2977", + "summary": "This grisly molar hangs from a cord threaded through a hole just above its dried, exposed root. When you activate this talisman, make a melee Strike against an adjacent creature. That creature is off-guard against the Strike and until the end of your turn.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Galvanic Chew", + "trait": "Alchemical, Consumable, Lozenge", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1918", + "summary": "A galvanic chew is a processed ball of dried electric eel, roasted until chewy and coated in spicy, reagent-infused powder that tingles with electricity as you chew. For up to 1 hour, you have resistance 5 to electricity.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Galvanic Mortal Coil", + "trait": "Magical, Necromancy, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1135", + "summary": "This porous steel coil wraps around a shard of onyx, supplementing the closely guarded science of galvaspheres with the magic of necromancy. When embedded in a body comprised of flesh, the blood and other fluids catalyze electrical pulses within the coil, activating the necromantic energies. In living creatures, this causes a dangerous surge that can damage the heart. In corpses, however, this can create a limited window of reanimation, with access to the corpse's final memories. Galvanic mortal coils are even rarer than other galvaspheres, and thought by most to be merely hypothetical.", + "activation": "minutes) Interact; Frequency once per day; Effect implant the coil into a corpse. The coil casts talking corpse on the body." + }, + { + "name": "Galvasphere", + "trait": "Consumable, Gadget, Rare", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1136", + "summary": "A galvasphere animates a corpse to motion via electricity, rather than necromancy. When you Activate the galvasphere by inserting it into an adjacent intact Medium or Small humanoid corpse, the corpse animates as a galvaheart zombie for 1 minute. The galvaheart zombie has the statistics of a zombie shambler except that it is a construct instead of an undead, isn't unholy, can't be harmed by positive energy, and is the same size as the corpse (Medium or Small). The zombie is your minion and performs the actions you choose when you Command it. If you don't Command it, it takes no action, twitching in place as the electricity that animates it slowly expends itself.", + "activation": "two-actions] Interact" + }, + { + "name": "Gambler's Staff", + "trait": "Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2251", + "summary": "A small glass orb on the head of a gambler's staff holds a pair of six-sided dice that shift and roll within. Spellcasters who make their living via games of chance use gamblers' staves to encourage the odds in their favor. Most gambling dens ban players they discover using such magic items. A gambler's staff grants you a +2 circumstance bonus to checks to Earn Income from gambling (typically using Games Lore). To get this benefit, the staff must be on your person during all the downtime you spend gambling.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Gamepiece Chariot", + "trait": "Conjuration, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1479", + "summary": "This stone figurine of a chariot pulled by two horses was used by Tekritanin adults during strategy game competitions. Sometimes, though, mischievous adolescents snatched pieces like this one for joyriding.", + "activation": "two-actions] Interact; Frequency once per day; Effect You place the figurine on the ground and roll it forward. As the chariot begins to move, it rapidly expands to the size of a Large heavy chariot pulled by two animated stone war horses. You can board the chariot and drive it up to 80 feet in a straight line. You can move through spaces occupied by creatures of size Medium or smaller, dealing 4d8+10 bludgeoning damage to those creatures. Affected creatures must attempt a DC 28 basic Reflex save; on a failure, a creature is knocked prone. The chariot returns to its figurine form once it stops moving." + }, + { + "name": "Games", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1333", + "summary": "A nigh-infinite assortment of games exist in Golarion. Simple games, including dice, a deck of cards, or dominoes, cost 5 sp. Board games vary in cost from 1 gp for dexterity games like Bungle, 3 gp for colorful children's games like Cauldron Quest, and 5 gp for complex strategy games like Kingmaker and Abendego Raiders. Lavish game sets can cost much more than these prices, as they are made of expensive components and are intricately crafted works of art unto themselves." + }, + { + "name": "Ganjay Book", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L or —", + "url": "/Equipment.aspx?ID=859", + "summary": "This item is a formula book, religious text, or spellbook that has been creased—possibly by Princess Ganjay herself—to fold up into an impossibly small shape. When folded up, the book can't be read or used, but its Bulk is reduced by 1 (a book that is 1 Bulk becomes light Bulk, and a book that is light Bulk becomes negligible in weight).", + "activation": "minute (Interact); Effect You fold or unfold the Ganjay book, manipulating the cunning creases." + }, + { + "name": "Garrote Bolt", + "trait": "Consumable, Magical, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=888", + "summary": "The shaft of this silver bolt is engraved with wiry designs. When a garrote bolt hits a target, it transforms into a silver garrote and wraps around one of the target's appendages, dealing an additional 2d12 persistent slashing damage. On a critical hit, it wraps around the target's throat, and the target can't breathe until the persistent damage ends.", + "activation": "one-action] Interact" + }, + { + "name": "Garrote Shot", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2051", + "summary": "Wiry designs mark the silvery coating on a garrote shot. When the activated ammunition hits a target, it transforms into a silvery garrote that wraps around one of the target's appendages, dealing 2d12 persistent slashing damage. On a critical hit, it wraps around the target's throat if it has one, and the target can't breathe until the persistent damage ends. If the persistent damage kills the target, the garrote severs the appendage it's wrapped around.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Gas Mask of Clean Air", + "trait": "Air, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3964", + "summary": "This black canvas mask covers your mouth and nose, with thick tubes coming from the sides. While wearing this mask, you gain a +1 item bonus to saves against inhaled poisons, inhaled diseases, and olfactory effects.", + "activation": "Breathe Clean [one-action] (manipulate); Frequency once per day; Effect Your mask springs to life, pumping clean air into your nose and mouth. For 1 round, you are immune to inhaled poisons, inhaled diseases, and olfactory effects. If you have ongoing effects due to such an effect from before activating the mask, those effects continue as normal. If the air around you is unbreathable, you are underwater, or you are in a vacuum, you can breathe normally." + }, + { + "name": "Gasping Lament", + "trait": "Coda, Invested, Magical, Rare, Staff", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "", + "url": "/Equipment.aspx?ID=3737", + "summary": "This collar is a silken cord from which hangs a small silver amulet that bears the likeness of a woman with her hand at her throat. A gasping lament is a powerful coda instrument that’s worn rather than held. While you sing, you gain a +2 item bonus to Intimidation checks to Demoralize and to Performance checks. Full rules for coda instruments appear here.", + "activation": "Cast a Spell; Effect You expend a number of charges from the collar to cast a spell from its list." + }, + { + "name": "Gate Attenuator", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2654", + "summary": "Gate attenuators are typically worn near the body's core and are shaped like portals or passageways, making literal the elemental gates kineticists possess within their bodies. The appearance can vary from a simple disk with a hole in the middle to a design matching a city gate of a particular settlement. If you're a kineticist, the attenuator grants you a +1 item bonus to your impulse attack modifier (but not to your impulse DC). When you invest a gate attenuator, attune it to one element of your choice. Designs on the attenuator's surface transform to match that element, and the attenuator gains the element's trait until it's no longer invested or is attuned to a different element.", + "activation": "Elemental Spell [two-actions] (concentrate); Frequency once per day; Effect The gate attenuator casts a 1st-rank spell, with a spell attack modifier of +7 and spell DC of 17. If you're a kineticist and the spell's element matches one of your kinetic elements, you can use your impulse attack modifier instead of the spell attack modifier or your impulse DC instead of the spell DC. The spell corresponds to the element the item is attuned to, and it gains that element's trait if it doesn't already have it: air gust of wind, earth pummeling rubble, fire dehydrate, metal thunderstrike, water snowball, or wood flourishing flora." + }, + { + "name": "Gate Attenuator (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2654", + "summary": "Gate attenuators are typically worn near the body's core and are shaped like portals or passageways, making literal the elemental gates kineticists possess within their bodies. The appearance can vary from a simple disk with a hole in the middle to a design matching a city gate of a particular settlement. If you're a kineticist, the attenuator grants you a +1 item bonus to your impulse attack modifier (but not to your impulse DC). When you invest a gate attenuator, attune it to one element of your choice. Designs on the attenuator's surface transform to match that element, and the attenuator gains the element's trait until it's no longer invested or is attuned to a different element.", + "activation": "Elemental Spell [two-actions] (concentrate); Frequency once per day; Effect The gate attenuator casts a 1st-rank spell, with a spell attack modifier of +7 and spell DC of 17. If you're a kineticist and the spell's element matches one of your kinetic elements, you can use your impulse attack modifier instead of the spell attack modifier or your impulse DC instead of the spell DC. The spell corresponds to the element the item is attuned to, and it gains that element's trait if it doesn't already have it: air gust of wind, earth pummeling rubble, fire dehydrate, metal thunderstrike, water snowball, or wood flourishing flora." + }, + { + "name": "Gate Attenuator (Major)", + "trait": "Apex, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2654", + "summary": "Gate attenuators are typically worn near the body's core and are shaped like portals or passageways, making literal the elemental gates kineticists possess within their bodies. The appearance can vary from a simple disk with a hole in the middle to a design matching a city gate of a particular settlement. If you're a kineticist, the attenuator grants you a +1 item bonus to your impulse attack modifier (but not to your impulse DC). When you invest a gate attenuator, attune it to one element of your choice. Designs on the attenuator's surface transform to match that element, and the attenuator gains the element's trait until it's no longer invested or is attuned to a different element.", + "activation": "Elemental Spell [two-actions] (concentrate); Frequency once per day; Effect The gate attenuator casts a 1st-rank spell, with a spell attack modifier of +7 and spell DC of 17. If you're a kineticist and the spell's element matches one of your kinetic elements, you can use your impulse attack modifier instead of the spell attack modifier or your impulse DC instead of the spell DC. The spell corresponds to the element the item is attuned to, and it gains that element's trait if it doesn't already have it: air gust of wind, earth pummeling rubble, fire dehydrate, metal thunderstrike, water snowball, or wood flourishing flora." + }, + { + "name": "Gauntlight", + "trait": "Artifact, Magical, Necromancy, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=915", + "summary": "Gauntlight is much more than a 115-foot-tall lighthouse rising from the heart of an old ruin in Fogfen—its pale stone walls extend far below the ruins, passing through eight different dungeon levels and finally terminating at the ninth level below the surface, where its deep foundation centers on an ominous chamber where, long ago, Nhimbaloth herself once physically brushed against this world. Once she finished its physical construction, the sorcerer Belcorra Haruvex used this spot as a source of power to infuse the walls, floors, and ceilings of each of Gauntlight's levels with eldritch power. The lens at the apex of the lighthouse would have, in time, been able to focus this lingering eldritch energy into a powerful beam, but Belcorra's plans were cut short before she could replace the mundane lenses with dangerous magical ones.", + "activation": "three-actions] Interact; Frequency once per month; Effect A pale blue beam shines from Gauntlight's lens and illuminates a 30-foot-radius burst centered on any point within 1 mile. The user chooses one creature of 4th level or less that is physically located within Gauntlight; this creature is then is teleported to any point within this illumination radius. If Gauntlight is fully restored, any number of creatures within Gauntlight of 15th level or lower can be transported. This is a teleportation effect." + }, + { + "name": "Gearbinder Oil (Greater)", + "trait": "Alchemical, Consumable, Incapacitation", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1940", + "summary": "Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works. The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, manipulate, or move trait, it must attempt a Fortitude save against a DC determined by the oil's type. A mechanism that's slowed 2 or more by gearbinder oil also can't use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Gearbinder Oil (Lesser)", + "trait": "Alchemical, Consumable, Incapacitation", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1940", + "summary": "Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works. The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, manipulate, or move trait, it must attempt a Fortitude save against a DC determined by the oil's type. A mechanism that's slowed 2 or more by gearbinder oil also can't use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Gearbinder Oil (Moderate)", + "trait": "Alchemical, Consumable, Incapacitation", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1940", + "summary": "Gearbinder oil comes in a sealed pump that can squirt the oil a short distance. The oil is designed to flow through complex mechanisms and, agitated through mechanical action, foam up and form a paste that binds the works. The oil is effective against articulated constructs and machinery, including many constructs, clockworks, and mechanical hazards. You apply the oil to the target you want to bind, which must be within 10 feet of you. After the oil is applied, at the end of any round during which the target took an action with the attack, manipulate, or move trait, it must attempt a Fortitude save against a DC determined by the oil's type. A mechanism that's slowed 2 or more by gearbinder oil also can't use reactions. Gearbinder oil functions for up to 6 rounds before becoming an inert, oily residue.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Gecko Pads", + "trait": "Clockwork, Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1114", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Gecko Pads (Greater)", + "trait": "Clockwork, Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1114", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Gecko Potion", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2942", + "summary": "A gecko potion is a sticky, tawny brown liquid with flecks of sand suspended in it. For 5 minutes after drinking this potion, your fingertips sprout thousands of microscopic, bristled hairs that cling to objects, granting you a +1 item bonus to Climb and Palm an Object, and to your Reflex DC against Disarm attempts.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Gelid Shard", + "trait": "Arcane, Artifact, Cold, Invested, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2369", + "summary": " Note from Nethys: This item is a constituent part of the Gelid Shard archetype using the archetype artifact rules. This crystal shard shimmers …" + }, + { + "name": "Genealogy Mask", + "trait": "Divination, Invested, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=956", + "summary": "PFS Note The genealogy mask may be purchased to strengthen your character’s story and roleplay, but cannot be used to impact gameplay during Organized Play adventures.", + "activation": "one-action] command; Frequency once per day; Effect You ask the mask about the deeds of a particular ancestor, and the mask speaks for 10 minutes, recalling the tales it knows about that ancestor. The mask is limited by what information a particular ancestor shared with it." + }, + { + "name": "Genius Diadem", + "trait": "Apex, Arcane, Intelligent, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3125", + "summary": "The genius diadem is a crown of intellect that typically acts like an arrogant professor or mentor, often boasting that it is a certified greater …", + "activation": "Brain Drain [two-actions] (concentrate, manipulate); Frequency once per hour; Effect The genius diadem casts 7th-rank never mind." + }, + { + "name": "Geobukseon", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=86", + "summary": "These squat vessels are built with a protective shell- like covering on their deck rather than the open main deck design of most sailing vessels. The fully covered deck protects the vessel's 80 rowers and complement of 50 soldiers from arrows and incendiary weapons. In addition, this armored deck is covered with iron spikes to discourage enemies from attempting to board." + }, + { + "name": "Gerbil or Hamster", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1681", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Ghastly Cauldron", + "trait": "Invested, Magical, Necromancy, Negative, Uncommon", + "item_category": "Other", + "item_subcategory": "", + "bulk": "5", + "url": "/Equipment.aspx?ID=1707", + "summary": "This black cooking pot can produce a feast fit for undead . ", + "activation": "three-actions] Interact; Trigger once per day; Requirements The cauldron must be filled with water, herbs, bones, and raw meat, and kept at a boil for 1 hour; Effect As you stir the cauldron, its contents transform into 10 meals suitable for undead consumption. Each meal must be ladled from the cauldron individually as a 3-action activity and must be eaten within 1 hour of removal. An undead creature that consumes a meal from the cauldron regains 5d8 Hit Points and gains the benefits of 4th-level restoration that you choose; living creatures who consume a meal from the cauldron take 5d8 negative damage (DC 27 basic Fortitude save) instead. Any meals remaining in the cauldron 24 hours after activation become inedible slurry." + }, + { + "name": "Ghost Ammunition", + "trait": "Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2924", + "summary": "Ghost ammunition is cool to the touch. This ammunition has the benefits of the ghost touch property rune and can fly through any obstacle except those that can block incorporeal creatures or effects. Though the ammunition penetrates barriers and ignores all cover, the target still benefits from the flat check from being concealed or hidden. You still can't target an undetected creature without guessing." + }, + { + "name": "Ghost Ampoule", + "trait": "Alchemical, Auditory, Consumable, Emotion, Expandable, Fear, Mental", + "item_category": "Alchemical Items", + "item_subcategory": "Bottled Monstrosities", + "bulk": "L", + "url": "/Equipment.aspx?ID=1948", + "summary": "A daub of ectoplasm twitches within this glass container, faintly glowing with ghostly light. When opened it forms the echo of a departed spirit, which looks like a Medium ghost. You can throw the ampoule up to 30 feet when you Activate it. The ghost utters a final lament, forcing each living creature in a 15-foot emanation except you to attempt a DC 18 Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure).", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Ghost Charge (Greater)", + "trait": "Alchemical, Bomb, Consumable, Splash, Vitality", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3294", + "summary": "These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed vitality damage and splash damage, though as usual for vitality damage, this damage harms only undead and creatures with void healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next turn. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d8 vitality damage and 3 vitality splash damage, and the target is enfeebled 2 until the …" + }, + { + "name": "Ghost Charge (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Splash, Vitality", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3294", + "summary": "These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed vitality damage and splash damage, though as usual for vitality damage, this damage harms only undead and creatures with void healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next turn. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d8 vitality damage and 1 vitality splash damage, and the target is enfeebled 1 until the start of your next turn." + }, + { + "name": "Ghost Charge (Major)", + "trait": "Alchemical, Bomb, Consumable, Splash, Vitality", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3294", + "summary": "These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed vitality damage and splash damage, though as usual for vitality damage, this damage harms only undead and creatures with void healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next turn. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d8 vitality damage and 4 vitality splash damage, and the target is enfeebled 2 until the …" + }, + { + "name": "Ghost Charge (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Splash, Vitality", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3294", + "summary": "These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals the listed vitality damage and splash damage, though as usual for vitality damage, this damage harms only undead and creatures with void healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next turn. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d8 vitality damage and 2 vitality splash damage, and the target is enfeebled 1 until the …" + }, + { + "name": "Ghost Courier Fulu", + "trait": "Consumable, Fulu, Magical", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2034", + "summary": "The inscription on a ghost courier fulu leaves space for a message, and a prominent red stamp indicates which ghost delivery fulu this fulu homes in on (see below). When you Activate this fulu, you dictate a message up to 25 words long that then magically appears on the paper in the language you spoke. The fulu then disappears into the Ethereal Plane, arriving at the assigned ghost delivery fulu in 2d10 hours, provided that fulu is within 500 miles. There, the fulu’s magic dissipates, but the message remains. If the fulu takes any damage in transit, it has a 50% chance to drop back into the Universe, intact but bereft of magic.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Ghost Delivery Fulu", + "trait": "Consumable, Fulu, Magical", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2035", + "summary": "A ghost delivery fulu's inscription resembles a dovecote with spirits around it, and it has a prominent stamp in red wax. This fulu activates once …" + }, + { + "name": "Ghost Dust", + "trait": "Consumable, Illusion, Occult, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2978", + "summary": "This small vial is filled with a grayish-green dust rendered from dried ectoplasm. When you activate the dust, it casts a 4th-rank invisibility spell on you. You may then Stride or Step. You can instead Burrow, Climb, Fly, or Swim if you have the corresponding Speed.", + "activation": "free-action] (concentrate); Requirements You are trained in Stealth" + }, + { + "name": "Ghost Fowl Porridge", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3460", + "summary": "This robust porridge—made from a cockatrice distilled into a broth, hot peppers from a demonic source, and various toppings—causes diners to utter a ghostly wail from the intense heat. Consuming the porridge grants you a +2 item bonus to saving throws against being petrified for 1 hour. You also gain resistance 3 against physical damage for the duration.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Ghost Ink", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3354", + "summary": "This pale-blue ink dries rapidly, becoming fully transparent 1 minute after application. The ink glows red when exposed to heat, such as that from a torch or other open flame. This glow lasts only as long as the ink is exposed to heat, after which the ink becomes invisible again. The crafter of the ghost ink can alter the formula slightly to instead make the ink sensitive to sunlight, starlight, magical light, or heatless light created by an alchemical effect, such as a glow rod.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Ghost Lantern", + "trait": "Light, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2191", + "summary": "Crafted from cold iron, this black hooded lantern has gray glass and lenses that emit a pale gray light when the lantern is lit. Anything this light falls on looks gray or desaturated. The lantern uses oil as a standard hooded lantern. The lantern’s light shines within the Ethereal Plane as well as the Universe. On any other plane, the light functions as a normal hooded lantern.", + "activation": "one-action] (concentrate); Frequency once per day; Requirements The lantern's shutters are open; Effect You concentrate on the lantern’s light to soften the boundary between the Ethereal Plane and the Universe. Any creature in the lantern’s bright light on the Universe gains the effects of the ghost touch property rune on all its weapons and unarmed attacks. If an affected weapon or attack is magical and already has the maximum number of property runes, the wielder can choose one to suppress to gain ghost touch. This benefit lasts for 5 minutes or until the shutters are closed, whichever comes first. It applies to a creature only while it’s in the lantern’s bright light, and if the creature leaves the light and returns it regains the benefit once more." + }, + { + "name": "Ghost Oil", + "trait": "Consumable, Magical, Oil, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=1571", + "summary": "The vials containing this translucent, unsubstantial oil are always cold to the touch. Applying ghost oil to a melee weapon you're wielding or carrying causes it to become semitransparent and gain the effects of a ghost touch rune, but it also makes the weapon unable to harm corporeal creatures. The oil has no effect when applied to another creature's weapon. The effect of the oil lasts for 1 minute.", + "activation": "one-action] Interact" + }, + { + "name": "Ghost Scarf", + "trait": "Abjuration, Invested, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3133", + "summary": "This 6-foot-long scarf shimmers with the silvery light of the River of Souls while worn, providing illumination equivalent to that of a candle. You can deactivate or activate this radiance as an Interact action. The dangling lengths of a ghost scarf softly billow in the presence of haunts, granting the wearer a +1 item bonus to all Perception checks and Perception DCs to resolve discovering a haunt or rolling initiative when a haunt triggers.", + "activation": "one-action] envision; Frequency once per day; Effect The scarf extends silvery threads that wrap around a weapon you carry, granting the effects of a ghost touch property rune to that weapon for 5 minutes. If the weapon already bears a ghost touch rune, you instead gain a +1 item bonus to Fortitude saves against effects from incorporeal undead for 5 minutes." + }, + { + "name": "Ghost Stone", + "trait": "Divination, Magical, Unique", + "item_category": "Other", + "item_subcategory": "", + "bulk": "18", + "url": "/Equipment.aspx?ID=3448", + "summary": "The Ghost Stone is a stationary magic item, a 10-foot-long spindle-shaped crystal floating and slowly rotating within a hemispherical chamber in the Pit (area E10). If moved from this chamber, the Ghost Stone is destroyed. It can also be destroyed via damage (AC 28, Hardness 16, HP 60). If it's destroyed, the trapped Varisian spirits within are finally released; as a vortex of vaguely humanoid shapes swirls around the room, all PCs in area E10 are filled with sensations of elation and freedom. The departing ghosts grant each PC the first activation result below, but after that, the Ghost Stone crashes to the ground and shatters into mundane crystal, forever destroyed.", + "activation": "two-actions] 10 minutes (command, envision, Interact); Frequency once per day; Effect The Ghost Stone casts read omens to your specifications." + }, + { + "name": "Ghost Touch", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2840", + "summary": "A weapon etched with this rune can harm creatures without physical form. A ghost touch weapon is particularly effective against incorporeal creatures, which almost always have a specific vulnerability to ghost touch weapons. Incorporeal creatures can touch, hold, and wield ghost touch weapons (unlike most physical objects)." + }, + { + "name": "Ghostbane Fulu", + "trait": "Consumable, Fulu, Magical, Necromancy, Talisman, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=978", + "summary": "This white paper fulu bears red ink and attunes a weapon to the spiritual essence of an incorporeal creature. Upon activation, the weapon gains the benefit of the ghost touch property rune against the triggering incorporeal creature for 1 minute.", + "activation": "free-action] envision; Trigger You successfully Strike an incorporeal creature with the weapon to which the fulu is affixed, but you haven't rolled damage." + }, + { + "name": "Ghostcaller's Planchette", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2230", + "summary": "This miniature wooden planchette is engraved with symbols designed to attract spirits. When affixed, the symbols begin to glow, and the planchette turns slightly insubstantial. The spell DC of any spell cast by activating this item is 29.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast tempest of shades." + }, + { + "name": "Ghostcaller's Planchette (Greater)", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2230", + "summary": "This miniature wooden planchette is engraved with symbols designed to attract spirits. When affixed, the symbols begin to glow, and the planchette turns slightly insubstantial. The spell DC of any spell cast by activating this item is 29.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast tempest of shades." + }, + { + "name": "Ghostcracker", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=2024", + "summary": "A ghostcracker pops and smokes when consumed. When you throw the ghostcracker down in your space as part of casting an illusory creature spell, the appearance of the creature twists nightmarishly. When an enemy’s attack or spell ends the illusory creature spell, the creature “dies” in a disturbing fashion, rendering the enemy frightened 1. From this effect, the ghostcracker adds the emotion, fear, and mental traits to the spell.", + "activation": "Cast a Spell" + }, + { + "name": "Ghosthand's Comet", + "trait": "Artifact, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2363", + "summary": "The barrel of this long rifle is translucent in places, forming a swirled pattern along the metal, and its stock is formed of crimson wood. Ghosthand's Comet is a +4 major striking beast-bane greater impactful advanced firearm with a range increment of 300 feet. It deals 5d8 force damage and has the backstabber, concussive, kickback, and fatal d12 traits. As a star gun, Ghosthand's Comet runs on magic and doesn't use ammunition or black powder. The weapon is silent when fired.", + "activation": "one-action] (concentrate); Effect On your next attempt at a ranged Strike with Ghosthand's Comet, the shot phases through any material or magical obstacle, such as a wall of force, in its path, ignoring all cover. You must attempt the Strike by the end of your turn or this effect is lost." + }, + { + "name": "Ghostly Portal Paint", + "trait": "Consumable, Magical, Oil, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=1022", + "summary": "Translucent and nearly weightless, this opalescent paint seems to resolve into occult symbols if stared at too long. When used to cover a 5-foot-wide, 10-foot-tall section of a wall, the paint turns that section of wall ghostly and incorporeal to a depth of 10 feet, allowing corporeal creatures and objects to pass through it. The portal persists for 10 minutes. When this effect wears off, anything remaining within the portal is shunted to the nearest exit.", + "activation": "three-actions] Interact" + }, + { + "name": "Ghostshot Wrapping", + "trait": "Consumable, Illusion, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1228", + "summary": "This long strip of linen is tightly wound around the barrel of the affixed firearm or the grip of a bow. When activated, the talisman's magic dampens the sound of the triggering shot, rendering it completely silent, and additionally skews the angle of the shot, so it appears to come from a different location and direction than your actual position. You don't become automatically observed to any creatures due to making the triggering Strike.", + "activation": "free-action] envision; Trigger You attempt a ranged Strike with the affixed weapon while hidden or undetected." + }, + { + "name": "Giant Catch Pole", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3245", + "summary": "This sturdy pole has a rope attached to one end in a loop with the other end extending to the handle. You can pull the handle side of the rope to tighten the loop. Using this loop, you can Grapple without having a free hand. A creature grappled this way receives a –2 circumstance penalty to attack rolls when Striking with an unarmed attack. Due to limitations in the size of the loop, a catch pole can only be used on creatures sized Medium or smaller." + }, + { + "name": "Giant Centipede Venom", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3334", + "summary": "Giant centipede venom causes severe muscle stiffness and general fatigue. Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 …", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Giant Scorpion Venom", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3335", + "summary": "The venom of a giant scorpion is excruciating and its effects are somewhat debilitating. Saving Throw DC 22 Fortitude; Maximum Duration 6 …", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Giant Wasp Venom", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=115", + "summary": " Giant wasp venom interferes with a victim's movement. Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage …", + "activation": "two-actions] Interact" + }, + { + "name": "Giant-Killing", + "trait": "Magical, Necromancy, Rare", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1756", + "summary": "This weapon features stylized etchings of giants. A giant-killing weapon deals an additional 1d6 mental damage on a successful Strike against a giant. On a critical hit, the giant is also enfeebled 1 until the end of your next turn." + }, + { + "name": "Giant-Killing (Greater)", + "trait": "Magical, Necromancy, Rare", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1756", + "summary": "This weapon features stylized etchings of giants. A giant-killing weapon deals an additional 1d6 mental damage on a successful Strike against a giant. On a critical hit, the giant is also enfeebled 1 until the end of your next turn." + }, + { + "name": "Gift of the Poisoned Heart", + "trait": "Consumable, Cursed, Evil, Magical, Necromancy, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1642", + "summary": "Those who fail to see the curse view this object as a priceless gift, capable of restoring life to the deceased, but deep in the heart of this diamond lies a single flaw: a fissured occlusion of sickly, tainted red. To activate the diamond, place it on the relatively intact body of a creature that died within the past year. The stone shatters, restoring the recipient to life with the effects of a successful resurrect ritual, except there is no limit to the level of the creature that may be revived.", + "activation": "minute (command, Interact)" + }, + { + "name": "Gills", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3184", + "summary": "Delicate folds in the skin just behind your ears ripple as water flows over them. You can breathe underwater." + }, + { + "name": "Ginger Chew", + "trait": "Alchemical, Consumable, Lozenge", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1919", + "summary": "This chewy ginger candy aids digestion and soothes unsettled stomachs. A ginger chew lasts for 1 hour and grants you a +1 item bonus to Fortitude saves against being sickened." + }, + { + "name": "Gingerbread House", + "trait": "Conjuration, Magical, Structure, Uncommon", + "item_category": "Structures", + "item_subcategory": "", + "bulk": "L when not activated", + "url": "/Equipment.aspx?ID=1708", + "summary": "A gingerbread house is made of magical gingerbread sweetened with honey and spices, and further decorated with candies and icing. Its roof tiles are made of sugar. It can be held safely in one hand but is very delicate; it's often stored within a wooden box of 1 Bulk.", + "activation": "three-actions] 1 minute (command, envision, Interact); Effect The gingerbread house expands into a spacious and comfortable two-story cottage with a fenced yard. Although fully furnished with beds, chairs, tables, and so on, it and all its contents are made of magical gingerbread and candy. It includes a hearth that keeps the entire house warm but doesn't damage its composition. The house's cupboards are supplied with candy and cocoa sufficient to sustain 10 Medium creatures that eat roughly as much as a human for as long as the house remains activated. Creatures who spend an entire day and night resting in a gingerbread house recover Hit Points at twice the normal rate; if they successfully save against an affliction, they reduce the stage of that affliction by an additional step." + }, + { + "name": "Glass Cutter", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=870", + "summary": "This small rod has a tiny, sharp cutting wheel made of steel on one end and a thick bulb on the other. You can use the glass cutter's wheel to score ordinary glass and use the bulb to break the piece along your scoring. It typically takes 1 minute of work to cut a hole large enough to fit your hand. If you are attempting to break the glass quietly, you must attempt a Thievery check against the Perception DC of nearby creatures to go unnoticed." + }, + { + "name": "Glasses of Sociability", + "trait": "Divination, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1057", + "summary": "These wire-rim glasses with large, circular lenses were invented for the sole purpose of avoiding awkward confrontations at social gatherings. They grant you a +1 item bonus to Diplomacy.", + "activation": "one-action] envision; Effect You stare at another creature and instantly remember their name if you've met and exchanged names. The glasses rely on your latent memories, so if the creature is disguising their identity, the glasses don't penetrate the disguise. If a doppelganger was disguised as an innkeeper you met, the glasses would give you the innkeeper's name, and if a noble you met before was in disguise as a masked vigilante, the glasses wouldn't reveal their name." + }, + { + "name": "Glider", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=58", + "summary": "Space 5 long, 10 feet wide, 2 feet high" + }, + { + "name": "Gliding", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1831", + "summary": "The armor allows you to make a controlled descent. ", + "activation": "one-action] (concentrate); Effect You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. Provided you spend at least 1 action gliding on your turn and haven't yet reached the ground, you remain in the air at the end of your turn. Otherwise, you fall." + }, + { + "name": "Gliding Membranes (Greater)", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3185", + "summary": "Membranes that stretch between your arms and torso help you convert a fall into a glide. Treat falls as 25 feet shorter. Even if you take fall damage, you can land on your feet by succeeding at a DC 15 Acrobatics check." + }, + { + "name": "Gliding Membranes (Lesser)", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3185", + "summary": "Membranes that stretch between your arms and torso help you convert a fall into a glide. Treat falls as 25 feet shorter. Even if you take fall damage, you can land on your feet by succeeding at a DC 15 Acrobatics check." + }, + { + "name": "Glimmering Missive", + "trait": "Consumable, Light, Magical, Missive", + "item_category": "Consumables", + "item_subcategory": "Missive", + "bulk": "", + "url": "/Equipment.aspx?ID=2062", + "summary": "A glimmering missive sparkles as you compose it. When activated, it explodes, disintegrating into a shower of multicolored motes in a 10-foot burst from a corner of the missive's space. Creatures in the area are covered in sparkling dust that remains luminous for 1 hour. Visible creatures can't be concealed while covered by the luminous dust; any invisible creatures are concealed while covered in the luminous dust, rather than being undetected.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Glittering Scarab", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1622", + "summary": "This pin is a valuable copy of a popular pin sold in markets throughout Osirion. The original pin is a solid piece, often purchased by tourists. The glittering scarab, though, can be squeezed gently, causing the wings to part and reveal an eye painted underneath them. This pin is used to gain entrance to most meetings of the Esoteric Order of the Palatine Eye. Someone who specifically examines the scarab can find the hidden eye with a successful DC 20 Perception check, though if they know about glittering scarabs, they can simply squeeze it to check for the eye." + }, + { + "name": "Glittering Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon, Visual", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1273", + "summary": "Small flecks of mica, sand, and ground glass are packed into a spring-loaded canister that can be rigged to a trip wire or hidden in a container. The first creature to enter the square or open the container must attempt a DC 20 Reflex save as the area is showered with bright, glittering dust that sticks to skin, fur, and clothing." + }, + { + "name": "Globe of Shrouds", + "trait": "Censer, Fire, Magical, Revelation", + "item_category": "Censer", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2604", + "summary": "The body of this censer is made of transparent crystal banded with dark iron. This globe hangs from a sturdy chain attached to a simple steel rod with a smooth grip.", + "activation": "Light Incense [two-actions] (aura, manipulate); Cost incense worth at least 5 gp; Frequency once per day; Effect As you light the incense, barely visible smoke issues from the censer in a hazy 20-foot emanation. Creatures that are in the haze or later enter it are wreathed in wisps of smoke; these wisps last while the creature is in the smoke's aura and until the start of its next turn if it leaves the haze. An ally in the aura is concealed and gains a +2 status bonus to Stealth checks. Any enemy in the aura that is or becomes invisible appears as a translucent shape to you and your allies—it's no longer hidden, but it remains concealed." + }, + { + "name": "Gloves of Carelessness", + "trait": "Abjuration, Cursed, Extradimensional, Invested, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=602", + "summary": "These gloves appear and function as gloves of storing but repel any item not stored in the gloves. When wearing them, whenever you Interact to draw or pick up an item, roll a DC 11 flat check. On a success, you do so as normal. On a failure, you instead fling the item 15 feet in a random direction. You can use a reaction to attempt a DC 23 Reflex save, causing the item to land at your feet instead if you succeed. Removing the stored item from the gloves does not trigger the item’s curse. The first time the curse activates, the gloves fuse to you." + }, + { + "name": "Glow Rod", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3355", + "summary": "This 1-foot-long, gold-tipped rod glows after it's struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim light to the next 40 feet).", + "activation": "one-action] (manipulate)" + }, + { + "name": "Glowing Lantern Fruit", + "trait": "Consumable, Magical, Uncommon, Wood", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2641", + "summary": "The flesh of this fruit pod resembles a stylized paper lantern, with a woody, geometric structure and thin layers of flesh, complete with a glow coming from the interior.", + "activation": "Fire Fruit 10 minutes (manipulate); Effect You plant the glowing lantern fruit in the ground upside down. The petals of the lantern peel away, while the fruit inside glows hotter. For the next 8 hours, the glowing lantern fruit emits as much light and heat as a bonfire, giving all creatures within 15 feet immunity to the effects of mild and severe cold temperatures for as long as they're within the area." + }, + { + "name": "Glue Bomb (Greater)", + "trait": "Alchemical, Bomb, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3295", + "summary": "A glue bomb is a harmless explosive mechanism bursting with sticky substances. When you hit a creature with a glue bomb, that creature takes a status penalty to its Speeds for 1 minute. Many types of glue bomb also grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The target takes a –15-foot penalty, and the Escape DC is 28." + }, + { + "name": "Glue Bomb (Lesser)", + "trait": "Alchemical, Bomb, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3295", + "summary": "A glue bomb is a harmless explosive mechanism bursting with sticky substances. When you hit a creature with a glue bomb, that creature takes a status penalty to its Speeds for 1 minute. Many types of glue bomb also grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The target takes a –10-foot penalty, and the Escape DC is 17." + }, + { + "name": "Glue Bomb (Major)", + "trait": "Alchemical, Bomb, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3295", + "summary": "A glue bomb is a harmless explosive mechanism bursting with sticky substances. When you hit a creature with a glue bomb, that creature takes a status penalty to its Speeds for 1 minute. Many types of glue bomb also grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The target takes a –20-foot penalty, and the Escape DC is 37." + }, + { + "name": "Glue Bomb (Moderate)", + "trait": "Alchemical, Bomb, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3295", + "summary": "A glue bomb is a harmless explosive mechanism bursting with sticky substances. When you hit a creature with a glue bomb, that creature takes a status penalty to its Speeds for 1 minute. Many types of glue bomb also grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The target takes a –15-foot penalty, and the Escape DC is 19." + }, + { + "name": "Glue Bullet", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1195", + "summary": "These cartridges are filled with sticky clear glue. When a glue bullet hits, a syrupy webbing coats the target and sticks to the ground or a nearby surface, hindering their movement. The target takes a –10-foot circumstance penalty to its Speeds for 2d4 rounds, or until it Escape against a DC of 18. On a critical hit, the target is also immobilized until it Escapes.", + "activation": "one-action] Interact" + }, + { + "name": "Gnawbone Toxin", + "trait": "Alchemical, Consumable, Contact, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2005", + "summary": "Made from the ground bones of ghouls or other cannibalistic creatures processed into a green-gray paste, gnawbone toxin imparts an insatiable desire to consume the flesh of intelligent creatures. If the victim eats at least a mouthful of humanoid flesh, it ignores the enfeebled condition from gnawbone toxin for 1 minute. Victims under the effect of gnawbone toxin regain only half as many Hit Points from healing effects unless they’ve eaten at least a mouthful of humanoid flesh in the last minute.", + "activation": "three-actions] (manipulate)" + }, + { + "name": "Goblin-Eye Orb", + "trait": "Consumable, Divination, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1229", + "summary": "This colorful marble dangles from a leather thong wrapped around the affixed weapon. When you activate the band, for the triggering Strike, you don't need to attempt a flat check due to the enemy being concealed or hidden to you.", + "activation": "free-action] envision; Trigger You attempt a Strike with the affixed firearm or crossbow against an enemy that's concealed or hidden to you; Requirements You're an expert with the affixed firearm or crossbow and an expert in Perception." + }, + { + "name": "Godrending Ammunition", + "trait": "Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3763", + "summary": "Embedded in this piece of ammunition is a shining sliver of a warshard. When an activated godrending ammunition hits a target, the body of the struck creature attempts to tear itself apart, causing nauseating pain. Instead of its normal damage, the ammunition deals 10d8 slashing damage. The target can attempt a DC 30 Fortitude saving throw; it takes a –2 circumstance penalty to this save if the Strike was a critical hit.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Gold (Ingot)", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1765", + "summary": "" + }, + { + "name": "Golden Branding Iron", + "trait": "Consumable, Magical, Talisman, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1583", + "summary": "This talisman is a gold-plated brand that can be affixed to a ranged weapon's stock. When you activate a golden branding iron, you mark the target with your magical sigil.", + "activation": "free-action] envision; Trigger You hit a target with a ranged Strike with the affixed weapon; Requirements You're an expert with the affixed weapon." + }, + { + "name": "Golden Branding Iron (Greater)", + "trait": "Consumable, Magical, Talisman, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1583", + "summary": "This talisman is a gold-plated brand that can be affixed to a ranged weapon's stock. When you activate a golden branding iron, you mark the target with your magical sigil.", + "activation": "free-action] envision; Trigger You hit a target with a ranged Strike with the affixed weapon; Requirements You're an expert with the affixed weapon." + }, + { + "name": "Golden Branding Iron (Major)", + "trait": "Consumable, Magical, Talisman, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1583", + "summary": "This talisman is a gold-plated brand that can be affixed to a ranged weapon's stock. When you activate a golden branding iron, you mark the target with your magical sigil.", + "activation": "free-action] envision; Trigger You hit a target with a ranged Strike with the affixed weapon; Requirements You're an expert with the affixed weapon." + }, + { + "name": "Golden Breath Fulu", + "trait": "Consumable, Fulu, Healing, Magical, Talisman, Uncommon, Vitality", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2036", + "summary": "An enterprising chirurgeon reversed the forces evoked by a void thousand-pains fulu to create the golden breath fulu, which fortifies qi and the body as elements move out of balance. When you Activate this fulu, you regain 75 Hit Points and attempt a flat check to end any persistent damage affecting you. The fulu is particularly appropriate help for ending any persistent damage. Also, if you would regain more Hit Points from the fulu than your maximum, you can gain the excess as temporary Hit Points or distribute the excess among creatures of your choice within 30 feet. The temporary Hit Points last for 1 minute.", + "activation": "free-action] (concentrate); Trigger You take damage." + }, + { + "name": "Golden Chrysalis", + "trait": "Consumable, Evocation, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1023", + "summary": "Threads of iridescent golden silk wrap around the core of this magical sling stone. When you activate and shoot a golden chrysalis, rather than making an attack roll for your Strike, you cause the chrysalis to unwind in midair to reveal a magical butterfly that flies in a 30-foot line, scattering golden scale dust that hangs in the air for 1 minute.", + "activation": "one-action] Interact" + }, + { + "name": "Golden Gloves", + "trait": "Apex, Holy, Invested, Magical, Rare", + "item_category": "Apex Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3647", + "summary": "These golden-threaded gloves fit snuggly past the elbows, and imbue all other worn clothing with an aristocratic mien. The gloves grant you a +3 item bonus to Society skill checks. When you invest the gloves, you either increase your Intelligence score by 2 or increase it to 18, whichever would give you a higher score. This gives you additional trained skills and languages, as normal for increasing your Intelligence modifier. You must select skills and languages the first time you invest the gloves, and whenever you invest the same golden gloves, you get the same skills and languages you chose the first time. If you are unholy, you become enfeebled 2 when invested in these gloves.", + "activation": "Heaven's Wings [two-actions] (manipulate, visual); Frequency once per hour; Effect You throw wide your arms, putting the golden gloves on full display and causing a blazing halo to form above your head. All enemies within a 40-feet emanation must make a DC 41 Fortitude save or be dazzled for 1 minute (or blinded for 1 minute on critical failure). Unholy creatures take a –2 item penalty to their roll. The halo then melts into your body and attempts to counteract any one affliction you are currently suffering of your choice with a counteract rank of 9 and a counteract modifier of +31." + }, + { + "name": "Golden Goose", + "trait": "Cursed, Evil, Magical, Transmutation", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1643", + "summary": "This life-sized, hollow, golden goose statuette has an open, fanged mouth and an unsettling aura of hunger. Fiends sometimes present it as a gift to mortals whose greed makes them susceptible to temptation. While the golden goose can be used without malice, those who possess such a thing often find its glittering lure erodes their morals over time.", + "activation": "Interact; Effect You feed the goose the warm, still-bloody heart of any sapient, non-evil creature who died within the past hour. The golden goose's eyes flare red as it chews the heart into pulp. Once the heart is destroyed, the goose lays a golden egg worth 50 gp, or 100 gp if you murdered the creature for no reason other than to feed the goose." + }, + { + "name": "Golden Greaves", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3965", + "summary": "These shiny greaves made of splinted metal coated with gold protect the shins and help you stand your ground in the heat of battle. While wearing the greaves, you gain a +1 item bonus to your Fortitude DC against forced movement effects and to your Reflex DC against effects that would knock you prone.", + "activation": "Make Them Fall [reaction] (concentrate, misfortune); Frequency once per day; Trigger An enemy fails to Reposition, Shove, or Trip you; Effect Your golden greaves glow with a strange light, and you move your legs in just the right way to completely throw off your opponent. Your opponent instead critically fails on the triggering check." + }, + { + "name": "Golden Legion Epaulet", + "trait": "Enchantment, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=499", + "summary": "These gleaming golden epaulets are issued to Eagle Knight officers and worn as part of the uniform. While they can be enchanted to provide a variety of effects, the Golden Legion epaulet remains the most common.", + "activation": "one-action] (Command); Frequency once per day; Effect Issue an order as part of the command. You and each ally within 60 feet who follows that order gain a +1 status bonus to attack rolls, damage rolls, and saving throws against fear until the beginning of your next turn." + }, + { + "name": "Golden Rod Memento", + "trait": "Abjuration, Cursed, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1478", + "summary": "This coin-sized golden pin depicts a bundle of five trimmed tree branches. Once you've stolen the pin, accepted it from Krampus willingly, or carried it for at least 1 minute, its curse activates. After that happens, the pin fastens itself to your clothing, providing you an insistent empathic admonition not to be naughty and constantly informing Krampus of your location, as status. The pin reappears and reattaches itself within moments if discarded or destroyed. The pin constantly monitors your actions, judging you against a good-aligned champion's code of conduct, plus the following third tenet:" + }, + { + "name": "Golden Silencer (Greater)", + "trait": "Consumable, Illusion, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "L", + "url": "/Equipment.aspx?ID=1585", + "summary": "The Golden Gunners are dreaded for their use of their golden silencers, which they put to good use in clandestine raids. They silence both the loud gunshot and the screams of creatures wounded by its shot. A weapon with a golden silencer attached emits no light and makes no noise when fired. A target hit by a ranged Strike from the affixed weapon must succeed at a DC 20 Fortitude save or be silenced as well until the start of its next turn. A silenced creature can't call for help or use sonic abilities, nor can it use abilities with the auditory trait. This prevents it from casting spells that include verbal components.", + "activation": "one-action] Interact; Requirements You're an expert in Stealth." + }, + { + "name": "Golden Silencer (Standard)", + "trait": "Consumable, Illusion, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "L", + "url": "/Equipment.aspx?ID=1585", + "summary": "The Golden Gunners are dreaded for their use of their golden silencers, which they put to good use in clandestine raids. They silence both the loud gunshot and the screams of creatures wounded by its shot. A weapon with a golden silencer attached emits no light and makes no noise when fired. A target hit by a ranged Strike from the affixed weapon must succeed at a DC 20 Fortitude save or be silenced as well until the start of its next turn. A silenced creature can't call for help or use sonic abilities, nor can it use abilities with the auditory trait. This prevents it from casting spells that include verbal components.", + "activation": "one-action] Interact; Requirements You're an expert in Stealth." + }, + { + "name": "Golden Spur", + "trait": "Conjuration, Consumable, Magical, Talisman, Teleportation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1586", + "summary": "This golden spur is affixed to a weapon by a braided leather cord. You teleport to a space you can see within 10 feet of the target. You must have line of effect to the space.", + "activation": "one-action] command; Trigger You hit a target within 120 feet with the affixed weapon; Requirements You're a master in Arcana, Nature, Occultism, or Religion." + }, + { + "name": "Golden-Cased Bullet (Greater)", + "trait": "Consumable, Divination, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1584", + "summary": "The magic-infused metal of this bullet's golden casing allows it to curve just a bit in flight once the bullet has been fired, allowing you to ignore the bonus to AC granted to a target in lesser cover.", + "activation": "one-action] envision" + }, + { + "name": "Golden-Cased Bullet (Major)", + "trait": "Consumable, Divination, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1584", + "summary": "The magic-infused metal of this bullet's golden casing allows it to curve just a bit in flight once the bullet has been fired, allowing you to ignore the bonus to AC granted to a target in lesser cover.", + "activation": "one-action] envision" + }, + { + "name": "Golden-Cased Bullet (Standard)", + "trait": "Consumable, Divination, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1584", + "summary": "The magic-infused metal of this bullet's golden casing allows it to curve just a bit in flight once the bullet has been fired, allowing you to ignore the bonus to AC granted to a target in lesser cover.", + "activation": "one-action] envision" + }, + { + "name": "Golem Stylus", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=633", + "summary": "This small, diamond-tipped stylus allows you to inscribe a magical symbol on a golem’s body and possibly gain control over it. ", + "activation": "two-actions] Interact; Frequency one per hour; Effect You make a quick inscription on an adjacent golem creature of 11th level or lower. The golem must succeed at a DC 27 Reflex saving throw or you immediately gain control over the golem for 1 minute. A controlled golem is helpful toward you and follows your orders to the best of its ability as long as it is under your control. If the golem’s original controller is within 60 feet of the golem and can see the golem, that controller can attempt a counteract check (DC 27) as a reaction to counteract this effect; on a success, the inscription disappears and the golem reverts to its pre-inscription state. The inscription can also be counteracted with dispel magic." + }, + { + "name": "Goo Grenade (Greater)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1811", + "summary": "A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes persistent acid damage and a circumstance penalty to its Speeds from the clinging goo.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The target takes 3d4 acid damage, 3 persistent acid damage, and 3 acid splash damage. They take a –10-foot …" + }, + { + "name": "Goo Grenade (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1811", + "summary": "A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes persistent acid damage and a circumstance penalty to its Speeds from the clinging goo.", + "activation": "one-action] Strike", + "effect": "The target takes 1d4 acid damage, 1 persistent acid damage, and 1 acid splash damage. They take a –5-foot circumstance penalty to their Speeds. The …" + }, + { + "name": "Goo Grenade (Major)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1811", + "summary": "A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes persistent acid damage and a circumstance penalty to its Speeds from the clinging goo.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The target takes 4d4 acid damage, 4 persistent acid damage, and 4 acid splash damage. They take a –10-foot …" + }, + { + "name": "Goo Grenade (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1811", + "summary": "A goo grenade is a flask filled with a fast-growing, short-lived alchemical ooze. When you hit a creature with a goo grenade, that creature takes persistent acid damage and a circumstance penalty to its Speeds from the clinging goo.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The target takes 2d4 acid damage, 2 persistent acid damage, and 2 acid splash damage. They take a –5-foot …" + }, + { + "name": "Gorget of the Primal Roar", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3085", + "summary": "This engraved duskwood gorget seems to vibrate with ferocity, granting you a +2 item bonus to Intimidation checks. ", + "activation": "Primal Roar [one-action] (auditory, concentrate, emotion, fear, mental); Frequency once during the duration of each polymorph effect; Requirements You're in a non-humanoid form via a polymorph effect; Effect You unleash a bestial roar, attempting a single Intimidation check compared to the Will DCs of all enemies within 30 feet to impose the effects below." + }, + { + "name": "Gorgon's Breath", + "trait": "Alchemical, Consumable, Inhaled, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2004", + "summary": "Gorgon's breath is a fine powder that can easily enter living creatures' bloodstreams through their lungs before binding to mucous membranes and causing any nearby soft tissues to harden.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Goring Horn", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3186", + "summary": "A beast's horn or horns have been grafted onto your skull. You gain a horn unarmed attack that deals 1d8 piercing damage. This horn is in the brawling group." + }, + { + "name": "Gorum's Tear", + "trait": "Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=3684", + "summary": "This teardrop-shaped piece of iron is a naturally occurring mineral, said to be a solidified tear of bellicose joy shed by Gorum during his battles. When you activate the Gorum’s tear, you roll your next attack roll twice and take the better result, ignoring any circumstance penalties. You then become off-guard to the creature you targeted until the beginning of your next turn.", + "activation": "free-action] (concentrate, fortune); Trigger You make an attack with the affixed weapon." + }, + { + "name": "Gossamer Sash", + "trait": "Consumable, Illusion, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3151", + "summary": "This lightweight sash of spidersilk measures 20 feet long when fully unfurled. White at one end and shading to violet at the other, occult markings in silver thread are stitched along the sash's length. When a gossamer sash is held by up to 4 people and they spend 1 hour walking along any road in Shenmen between midnight and sunrise, they step into an immersive mindscape that appears to be a lonely mountainside road inhabited by path maidens who are (at least initially) favorably disposed toward answering questions the travelers might have. Once the path maidens have answered their questions or are slain (whichever comes first), the mindscape ends, and those who traveled it are returned to the point on the road where they first activated the gossamer sash.", + "activation": "hour (envision, Interact, move)" + }, + { + "name": "Gossip's Eye", + "trait": "Magical", + "item_category": "Assistive Items", + "item_subcategory": "Vision Assistance", + "bulk": "L", + "url": "/Equipment.aspx?ID=2158", + "summary": "These discrete prosthetics have been the secret behind more than a few salacious rumors getting out among Taldan high society. This functions like a magical prosthetic eye, but with an added benefit.", + "activation": "one-action] (concentrate); Frequency once per day; Effect You whisper “spy for me” to the eye, which removes itself from your eye socket and begins to relay its signal to you even at range. Although it can't move on its own, you can place the eye in a discrete location (using your Stealth DC) to avoid detection. For 10 minutes, you can see what the eye sees as long as you're within 100 feet of the eye. The eye's signal can penetrate most barriers but is blocked by lead of any thickness, as well as denser materials. The eye's signal is visual only." + }, + { + "name": "Gourd Home", + "trait": "Conjuration, Extradimensional, Magical, Rare, Structure", + "item_category": "Structures", + "item_subcategory": "", + "bulk": "L when not activated", + "url": "/Equipment.aspx?ID=509", + "summary": "This dried gourd seems entirely nondescript, as it is hollow and has a sturdy cord wrapped around its neck for easy carrying. Closer inspection reveals the gourd has grown in the rough shape of a hut or similar small dwelling.", + "activation": "one-action] Interact; Frequency once per day; Requirements The gourd home must be expanded into its house form atop earth or soil.; Effect By rapping on the door from either outside or inside, you cause the gourd home to shrink back into its normal size and appear to be a non-magical gourd sitting on the ground. For the following 8 hours, the interior of the gourd home becomes an extradimensional space whose size appears unchanged to those within." + }, + { + "name": "Goz Mask", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2348", + "summary": "Originally designed by a sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features.", + "activation": "one-action] (manipulate); Frequency once per day; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute." + }, + { + "name": "Goz Mask (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2348", + "summary": "Originally designed by a sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features.", + "activation": "one-action] (manipulate); Frequency once per day; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute." + }, + { + "name": "Goz Mask (Major)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2348", + "summary": "Originally designed by a sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features.", + "activation": "one-action] (manipulate); Frequency once per day; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute." + }, + { + "name": "Grail of Twisted Desires", + "trait": "Conjuration, Illusion, Magical, Unique", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=584", + "summary": "This timeworn chalice is constructed of dull tin. It has an unassuming appearance save for the gold, silver, and ebony rings that encircle its rim. …", + "activation": "one-action] envision; Frequency three times per day; Effect The chalice fills with one of three different wines of your choosing, as described below. The wine looks, tastes, and smells the same regardless of which type you choose, and detect magic has no effect on the liquid beyond indicating that it is magical." + }, + { + "name": "Grappling Arrow", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=871", + "summary": "This small grappling hook is designed to be tied to a rope and fired from a bow. When fired, it has half the normal range increment for the weapon." + }, + { + "name": "Grappling Bolt", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=872", + "summary": "This small grappling hook is designed to be tied to a rope and fired from a crossbow. When fired, it has half the normal range increment for the weapon." + }, + { + "name": "Grappling Gun", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1099", + "summary": "This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel's crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute." + }, + { + "name": "Grappling Gun (Clockwork)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1099", + "summary": "This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel's crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute." + }, + { + "name": "Grappling Hook", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2725", + "summary": "You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make a ranged attack roll using your simple weapon proficiency against a DC depending on the target, typically at least DC 20. This attack has the secret trait. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up." + }, + { + "name": "Grasping Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3372", + "summary": "You rig vines and ropes to hold a creature in place. The first creature to enter the square must attempt a DC 26 Reflex save with the following effects." + }, + { + "name": "Grasping Tree", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=578", + "summary": "You rig tree branches, thin strands of bark, or other plant matter to close in on a creature that enters the snare’s square. The first creature to enter the square must attempt a DC 19 Reflex saving throw." + }, + { + "name": "Grave Token", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1794", + "summary": "This simple charm is made from compacted grave dirt infused with bone dust. A harm spell that's empowered by this catalyst can reach faraway targets. If the harm spell is cast with 1 action, its range is 30 feet; if it's cast with 2 actions, its range is 60 feet. This has no effect on the three-action area version of harm, though in most cases, you don't have enough actions to Activate the token and cast a three-action harm anyway.", + "activation": "one-action] envision" + }, + { + "name": "Gravemist Taper", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=2025", + "summary": "A gravemist taper is a conical candle with symbols of terror and death carved into the wax. The taper can be used as a catalyst when casting a mist spell, burning the taper away, coloring the mist gray, and filling the mist with ghastly, shadowy shapes. The flat check to overcome the concealed state from the mist rises to 7, and a creature who fails such a check becomes frightened 1. This aspect of the spell has the emotion, fear, and mental traits.", + "activation": "Cast a Spell" + }, + { + "name": "Graveroot", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3336", + "summary": "The opaque white sap from the graveroot shrub clouds the mind. Saving Throw DC 19 Fortitude; Maximum Duration 4 rounds; Stage 1 1d8 poison …", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Gravitational Flux", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Siege Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3870", + "summary": "Small unattended objects tend to levitate slightly around this star-flecked onyx sphere. When Launched, gravity in the area of the burst is briefly inverted. Creatures in the burst must attempt a DC 25 Fortitude save with the following results." + }, + { + "name": "Gravity Inverter", + "trait": "Consumable, Gadget, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3797", + "summary": "When you Activate a gravity inverter, you can either place it in an adjacent space or toss it up to 30 feet away. Once you’ve done so, this metallic device implodes, creating a 10-foot-radius, 40-foot-tall cylinder of unstable gravity that lasts for 4 rounds.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Graymist", + "trait": "Apex, Artifact, Divine, Intelligent, Invested, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3756", + "summary": " Graymist functions as a shadowmist cape . Once restored, Graymist gains these activations. ", + "activation": "Traceless Retreat [two-actions] (concentrate); Frequency once per day; Effect Graymist casts mislead on yourself and up to three other targets of your choice within 30 feet. Graymist sustains this effect up to 1 minute, during which you cannot activate Graymist and Graymist cannot take any other actions." + }, + { + "name": "Grease Snare", + "trait": "Consumable, Mechanical, Rare, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1489", + "summary": "This snare releases a stream of grease that coats the area, making movement difficult and potentially making the target slippery and clumsy. The square with the snare, as well as three adjacent squares you determine when you set the snare, become difficult terrain when a creature triggers the snare. The triggering creature must attempt a DC 22 Reflex saving throw. A creature can use three Interact actions to wipe away the grease from a single square or from the triggering creature; removing the grease from the triggering creature ends the effects on it." + }, + { + "name": "Greater Aetheric Irritant", + "trait": "Consumable, Gadget, Sonic, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3565", + "summary": "An aetheric irritant is a chime that can emit a subsonic frequency that otherworldly beings find unpleasant. When you Activate an aetheric irritant, you sound the chime and place it on the ground in a square within your reach. Creatures with the fey, spirit, or undead traits must attempt a Will save when they enter the affected area and at the beginning of every turn they are in the affected area. Those who fail the save treat the area as difficult terrain until the beginning of their next turn. A creature that critically succeeds at the save is immune to all aetheric irritants for 24 hours. An aetheric irritant continues to hum until it shakes itself to pieces after 10 minutes of being activated or it is moved, whichever comes first.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Greater Antifungal Salve", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3747", + "summary": "This foul-smelling pink paste is traditionally kept in a tightly sealed jar. Spreading the salve on exposed skin grants an item bonus to saving throws against all afflictions that have the fungus trait or that originate from creatures with the fungus trait. The bonus lasts for 6 hours.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Greater Arcane Standard", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3902", + "summary": "PFS Note If a PC uses an arcane standard’s Magical Weakness ability against a creature which has taken more than one type of energy damage, the player chooses which energy type the creature gains weakness to.", + "activation": "Magical Weakness [one-action] (concentrate); Frequency once per turn; Effect The magic of the banner causes energy to linger, tearing away at its target, leaving them vulnerable to more. One creature within the banner’s aura that has taken acid, cold, electricity, fire, or sonic damage this turn gains weakness 5 to that damage type for 1 round." + }, + { + "name": "Greater Aurochs' Might Tattoo", + "trait": "Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3738", + "summary": "The auroch depicted by this tattoo is a powerful symbol of strength and resilience. When upgraded, the tattoo expands to depict an increasingly imposing herd of aurochs.", + "activation": "Aurochs Charge [two-actions] (concentrate); Frequency once per day; Effect You Stride twice and make a melee Strike against a creature within your reach at any point during your movement. If the Strike hits and deals damage, the target attempts a DC 24 Fortitude save to avoid being toppled by the impact." + }, + { + "name": "Greater Banner of Creeping Death", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3903", + "summary": "The very fabric of this off-putting magical banner seems to be rotting with a slick, foul texture. Traditionally, these banners were created from the uniforms of fallen enemy troops, but this is considered a cruel and dishonorable practice by many modern nations. While holding a banner of creeping death, you can use the following ability.", + "activation": "Void’s Embrace [one-action] (concentrate, void); Frequency once per minute; Effect A massive wave of void energy floods out from the banner in all directions. All living creatures within the banner’s aura take 1d4+1 void damage (DC 19 basic Fortitude save)." + }, + { + "name": "Greater Banner of Piercing Shards", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3904", + "summary": "This magical banner has an intricately embroidered pattern of shards and cracks across its surface, almost like a broken mirror. Though it always feels dry to the touch, this banner from a distance gleams red as if slightly stained with the blood of your enemies. While holding a banner of piercing shards, you can use the following ability.", + "activation": "Shards Seek Wounds [one-action] (concentrate); Frequency once per minute; Effect Shards of sharpened glass violently shoot out from the magical banner into the newly opened wounds of a nearby enemy. The magical banner deals 1d4 persistent bleed damage to any enemy within the banner’s aura that has been dealt damage since the end of your last turn." + }, + { + "name": "Greater Banner of the Restful", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3905", + "summary": "This peach-colored magical banner offers the promise of a good watch and a comfortable sleep. You and allies within the banner’s aura gain a +1 item bonus to Perception DCs and protection from severe cold and heat." + }, + { + "name": "Greater Black Ash", + "trait": "Catalyst, Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "", + "url": "/Equipment.aspx?ID=3746", + "summary": "On certain rare occasions, when a particularly despoiled tree or a powerful demonic fungal infestation (such as a Jeharlu Spore) is destroyed, the grimy black ash that remains behind functions as a catalyst called black ash. A wall of thorns empowered with this catalyst gains the fungus trait and appears diseased and toxic, with greasy filaments of dripping fungus growing through its vines. A creature damaged by this wall’s thorns takes an additional amount of persistent poison damage.", + "activation": "Cast a Spell" + }, + { + "name": "Greater Blazing Banner", + "trait": "Aura, Fire, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3908", + "summary": "This magical banner shimmers in a fiery array of reds, oranges, and yellows. The rampant threads catch light in the wind and give the appearance of a blazing flame. Whenever you or an ally within the banner’s aura critically succeeds with a Strike, the Strike deals an additional 1d4 persistent fire damage." + }, + { + "name": "Greater Bolka's Blessing", + "trait": "Divine, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Clan Dagger Filigrees", + "bulk": "", + "url": "/Equipment.aspx?ID=3769", + "summary": "PFS Note Characters from Five Kings Mountains have access to this option.", + "activation": "Gift of Life [one-action] (concentrate, healing, vitality); Frequency once per day; Effect You regain 3d10 Hit Points." + }, + { + "name": "Greater Boots of the Secret Blade", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3960", + "summary": "You pride yourself on being well prepared with weaponry for any situation. Your dark-gray boots might appear mundane, but you know that they can conjure a blade at any moment. Even the most thorough of searches can’t find a knife that doesn’t exist yet.", + "activation": "Draw Secret Blade [one-action] (manipulate); Frequency once per hour; Effect You reach down to your boot, draw a dagger from it, and make a ranged or melee Strike with it. This dagger is created magically and does not exist before being drawn. The dagger remains a physical object until the next time you use Draw Secret Blade, and it disappears as a new blade is created." + }, + { + "name": "Greater Bougainvillea Blossom", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3723", + "summary": "This pink flower has long, slender thorns along the stem. The flower can be used as a catalyst when casting an entangling flora spell, which causes the affected plants to sprout long thorns and vibrant pink blossoms. The area becomes hazardous terrain, dealing the listed piercing damage to an enemy each time it enters an affected square.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Greater Burglar's Rosebud", + "trait": "Consumable, Emotion, Mental, Plant, Uncommon, Wood", + "item_category": "Consumables", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3733", + "summary": "Though originally intended to protect a green man’s favorite agents against predation by pesky herbivores, thieves have adapted the design to help them disperse guard animals. The soft flower bud belies the horrible perfume contained within. Activated by cracking open the petals, the rosebud exudes a noxious cloud that has the olfactory trait for 10 minutes. If dropped, it fills a 10-foot-burst. If you carry it in one hand and periodically waft it as a free action, the rosebud instead gives you a 10-foot emanation. Creatures that enter or start their turn in the cloud must succeed at a Fortitude save against the listed DC or become sickened 1. Animals and beasts that critically fail are also fleeing for 1 round. A creature that successfully saves against the burglar’s rosebud becomes temporarily immune to the effects for 24 hours.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Greater Burrowing Bolt", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3863", + "summary": "These arrows have tips grooved like a drill bit and angled fletching, causing them to spin quickly about their shaft when fired. When striking a structure or object of Hardness 14 or less within your first range increment, an activated burrowing bolt tunnels into the surface silently and leaves a hole behind it, burrowing through up to 5 feet of material before magically vanishing.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Greater Clay Sphere", + "trait": "Magical, Spellheart, Uncommon", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3728", + "summary": "This dry clay ball becomes malleable when activated, shifting into a variety of forms. The spell attack roll of any spell cast by Activating this item is +7 and the spell DC 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast plant form.]" + }, + { + "name": "Greater Cleft Head Marking", + "trait": "Invested, Magical, Rare, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3739", + "summary": "Caution and misdirection are the hallmarks of your hold. You’ve encountered more travelers than most of Belkzen’s holds ever see, and you need to understand how to deal with them. You’re a proud member of the Cleft Head Hold or have been found worthy of wearing their mark. This tattoo is a crooked line that begins high above one eye and zigzags toward your mouth. The tattoo’s grim appearance can help mask your true motivations. You gain a +1 item bonus to Deception checks to Feint.", + "activation": "Unexpected Strike [free-action] (concentrate); Frequency once per day; Trigger You Strike a creature that has the off-guard condition with a weapon attack; Effect You deal an extra 1d6 precision damage to the target." + }, + { + "name": "Greater Crimson Godsblood Serum", + "trait": "Consumable, Magical, Potion, Rare", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=3762", + "summary": "Though it contains but a tiny drop of Gorum’s blood, drinking this thick, swirling potion fills the user with divine wrath and resilience. While under the effect of the potion, you gain a status bonus to physical damage rolls for 1 minute. The first time during that minute you’re reduced to 0 Hit Points but not immediately killed, you avoid being knocked out, regain the listed amount of Hit Points, and become confused for 1 round, and your wounded condition increases by 1.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Greater Defoliation Bomb", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon, Void", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3721", + "summary": "This brightly painted ceramic sphere contains chemicals that cause plants to wither and die. A defoliation bomb deals the listed void damage, persistent void damage, and splash damage to all plants in the area. Non-creature plants in the area immediately wither and die. Many types grant a bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d6 void damage, 3d4 persistent void damage, and 3 void splash damage." + }, + { + "name": "Greater Durian Bomb", + "trait": "Alchemical, Bomb, Consumable, Olfactory, Plant, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3734", + "summary": "Whereas a durian’s aroma ranges from pleasant to revolting depending on the person, a durian bomb is a fruit that’s been alchemically modified for maximum revulsion. Many types of this bomb grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d4 points of piercing damage, and the DC is 28." + }, + { + "name": "Greater Endless Quiver", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3962", + "summary": "Elite archers can go through countless arrows over the course of a battle. Smart ones carry an endless quiver to ensure they never run out. This quiver holds 40 mundane arrows and regenerates 10 per hour. Once an arrow is removed from the endless quiver, it dissipates after 1 minute.", + "activation": "Convert Arrows [one-action] (manipulate); Frequency once per day; Effect You tap the quiver, and the arrows inside transform into cold iron or silver. They revert to wood after 1 minute." + }, + { + "name": "Greater Ethereal Crescent", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3880", + "summary": "This crescent-shaped shard of iridescent metal is strangely translucent, fading to a blurry outline when examined for too long. A weapon under the effects of an ethereal crescent becomes a ghost touch weapon for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Greater Feral Linguist", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3724", + "summary": "This wooden whistle is stuffed with cotton and carved with images of bellowing stags, howling wolves, and chirping birds. You can blow on this whistle to use it as a catalyst when casting an animal form spell. When you do, you gain the listed benefit for the duration of the spell.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Greater Fireproof Gloves", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3963", + "summary": "First developed by blacksmiths to move burning hot workpieces around, fireproof gloves then became popular with soldiers responsible for disabling bombs and magical traps. The thick tan gloves come up over the arm. When wearing these gloves, you gain fire resistance 5.", + "activation": "Release Heat [one-action] (concentrate, fire); Frequency once per day; Requirements You have a free hand; Effect You take the heat that’s built up in your gloves and discharge it onto an enemy. You deal 6d8 fire damage to one creature within reach (DC 26 basic Reflex save)." + }, + { + "name": "Greater Flowing Water", + "trait": "Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3740", + "summary": "The Flood Truce is a season of relative peace, and this tattoo of a river can soothe your temper when you might otherwise lash out. You gain a +1 item bonus to Diplomacy checks made against orcs who honor the Flood Truce.", + "activation": "Embody the Truce [reaction] (concentrate); Frequency once per day; Trigger A mental effect would compel you to harm an ally or bystander; Effect Attempt a counteract check with a counteract rank of 2 to end the effect." + }, + { + "name": "Greater Foxglove Token", + "trait": "Magical, Poison, Spellheart, Uncommon", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3725", + "summary": "This small piece of wood is finely carved to depict a foxglove. The spell DC of any spell cast by Activating this item is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast 4th-rank wall of thorns." + }, + { + "name": "Greater Gasping Lament", + "trait": "Coda, Invested, Magical, Rare, Staff", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "", + "url": "/Equipment.aspx?ID=3737", + "summary": "This collar is a silken cord from which hangs a small silver amulet that bears the likeness of a woman with her hand at her throat. A gasping lament is a powerful coda instrument that’s worn rather than held. While you sing, you gain a +2 item bonus to Intimidation checks to Demoralize and to Performance checks. Full rules for coda instruments appear here.", + "activation": "Cast a Spell; Effect You expend a number of charges from the collar to cast a spell from its list." + }, + { + "name": "Greater Godrending Ammunition", + "trait": "Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3763", + "summary": "Embedded in this piece of ammunition is a shining sliver of a warshard. When an activated godrending ammunition hits a target, the body of the struck creature attempts to tear itself apart, causing nauseating pain. Instead of its normal damage, the ammunition deals 10d8 slashing damage. The target can attempt a DC 30 Fortitude saving throw; it takes a –2 circumstance penalty to this save if the Strike was a critical hit.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Greater Heartmoss", + "trait": "Healing, Magical, Spellheart, Uncommon", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3726", + "summary": "This burgundy moss grows in heart-shaped clumps and releases a pleasant, calming scent. The spell DC of any spell cast by Activating this item is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast healing well." + }, + { + "name": "Greater Inflammation Flask", + "trait": "Acid, Alchemical, Bomb, Consumable, Disease, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3731", + "summary": "This flask contains a caustic irritant that makes a target’s skin, scales, or carapace extremely sensitive to further nicks and burns. An inflammation flask deals the listed acid damage and acid splash damage. On a hit, the target also gains weakness to acid, fire, and slashing damage for 3 rounds. Many types of inflammation flask grant a bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d6 acid damage and 3 acid splash damage. The target gains weakness 3 to acid, fire, and …" + }, + { + "name": "Greater Irritating Seedpod", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3735", + "summary": "When you crack open this soft, spongy seedpod, you can use it as a catalyst when casting a mist spell. When you do, irritating pollen fills the area for the spell’s duration. Creatures in the area must attempt a Fortitude saving throw at the listed DC to avoid sneezing uncontrollably. On a failed save, the creature gains the listed condition for the listed time. A creature that succeeds at this saving throw becomes temporarily immune to the irritating seedpod’s pollen for 10 minutes.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Greater Killer’s Belt", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3968", + "summary": "Small blood-red rubies decorate this black leather belt, which is a fashion accessory for only the most bloodthirsty soldiers. When you wear this belt, you gain a +1 item bonus to Intimidation checks.", + "activation": "Bleeding Rubies [one-action] (manipulate); Frequency once per day; Requirements You have a free hand and your last action was to deal damage to an enemy with a Strike or spell attack roll; Effect You pull a ruby off your belt and crush it into dust. As this dust reaches the enemy you just harmed, it embeds into the skin, causing them to bleed. The target takes 1d6 persistent bleed damage. The ruby reappears on the belt after 24 hours." + }, + { + "name": "Greater Knave’s Standard", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3912", + "summary": "This magical banner is dip-dyed in an ombre from black to red, mottled and uneven. Whenever you or an ally within the banner’s aura critically succeeds with a Strike against an off-guard target, the Strike deals an additional 1d4 precision damage." + }, + { + "name": "Greater Kols's Oath", + "trait": "Divine, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Clan Dagger Filigrees", + "bulk": "", + "url": "/Equipment.aspx?ID=3770", + "summary": "The bonuses increase to +2, the damage increases to 8d6, and the DC increases to 28.", + "activation": "Vow Unbreakable [one-action] (auditory, concentrate, linguistic, mental); Frequency once per day; Effect You command a creature within 30 feet to Stride away from you, drop prone, or release one item it’s holding. The creature can choose to perform that action as the first action on its next turn; if it doesn’t, it takes 4d6 mental damage (DC 20 basic Will save)." + }, + { + "name": "Greater Mat of Resilence", + "trait": "Magical, Uncommon", + "item_category": "Other", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3745", + "summary": "This light but sturdy woven mat, a miniature version of the floating foundations used in villages of the Dirt Sea, is carried tied in a tight roll. When you use an action to unfurl the mat onto an unoccupied horizontal space, the mat covers the existing terrain to create a smooth surface that can be walked on as if it were solid ground. Difficult or hazardous terrain in that square may be treated as normal while the mat of resilience covers it. The mat can be rolled back up or moved to an adjacent square using an Interact action, but it cannot be moved or put away while a creature is atop it.", + "activation": "Sturdy Foundation [one-action] (manipulate); Requirements A creature is atop the mat; Effect The creature enters a simple stance that makes the most of the mat’s stabilizing magic. While in this stance, if at least half of the creature’s space is atop the mat, it cannot gain the off-guard condition." + }, + { + "name": "Greater Medic’s Armband", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3972", + "summary": "You wear this white armband with a bright blue symbol identifying you as a combat medic. You gain a +1 item bonus to Diplomacy checks to change the attitudes of diseased, poisoned, and wounded creatures.", + "activation": "Do No Harm [free-action] (concentrate); Frequency once per day; Trigger An enemy within 30 feet targets you with a Strike or a spell that deals damage; Effect Your armband glows, showing that you’re here as a medic and not as a combatant. Both you and the triggering enemy take a –4 status penalty to damage rolls until the end of your next turn." + }, + { + "name": "Greater Moritype", + "trait": "Consumable, Gadget, Uncommon, Void", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3568", + "summary": "This plate of smoky glass is a variation on Dr. Krasovna Gerenevich’s krasovnatype that is imprinted with void energies. Creating the plate requires a living thing to die as part of its electrical charging; most creators use insects or lab mice. The moritype creates an image in the same way as a krasovnatype, but also siphons off part of that aura. If used on a living creature, that creature must attempt a Will save.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Greater Nail Bomb", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3722", + "summary": "This pressurized iron casing bursts open when struck, releasing cold iron shrapnel. The bomb deals the listed piercing damage and piercing splash damage from a cold iron source. Many types grant a bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 6d4 piercing damage and 3 piercing splash damage." + }, + { + "name": "Greater Necrotic Cap", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3729", + "summary": "You can use this slimy, rotting mushroom as a spell catalyst when you cast an acid grip spell by tapping it against the target, causing the mushroom to release a cloud of necrotic spores. When you do, acid grip loses the acid trait, gains the fungus trait, and all acid damage the spell deals becomes void damage. On a hit, the target additionally gains the enfeebled and sickened conditions, with the listed values, as the spores consume their flesh. As long as the target is taking persistent void damage, they can’t reduce the value of their sickened condition below 1." + }, + { + "name": "Greater Quartz-Coil Rail Transport", + "trait": "Consumable, Electricity, Gadget, Teleportation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3570", + "summary": "The distance you can teleport increases to 60 feet, and the electricty damage increases to 6.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Greater Rending Gauntlets", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3741", + "summary": "These heavy gloves are reinforced with thick animal hide and sharpened bone.", + "activation": "Shredding Finisher [one-action] (manipulate); Frequency once per hour; Requirements You hit the same creature with two unarmed Strikes in the same round; Effect The gauntlets’ spikes dig into the creature just before you tear them free, dealing the listed piercing damage." + }, + { + "name": "Greater Roc-Shaft Arrow", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3744", + "summary": "Each of these arrows is made from an immense roc’s flight feather, most of whose vanes have been trimmed to expose the arrow’s shaft. When an activated roc-shaft arrow hits a target, the arrow briefly grows a pair of avian wings and attempts to carry off the target. The target must succeed at a Fortitude save or be moved to a space you choose within an area determined by the arrow’s type; if the target critically fails, the arrow can move them an additional 10 feet. If this would move the target into a hazardous space, this effect gains the incapacitation trait.", + "activation": "one-action] Interact" + }, + { + "name": "Greater Sailor’s Collar", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3977", + "summary": "Veteran sailors like to wear this jaunty blue collar, tied with a small bow in the front and tucked into the belt. It can even save your life if you fall overboard. When wearing the sailor’s collar, you gain a +1 item bonus to Athletics check.", + "activation": "Gasp for Air [reaction] (air, concentrate); Frequency once per day; Trigger You fail a Swim check; Effect Your collar inflates, giving you something to breathe from. You can breathe underwater for 1 minute." + }, + { + "name": "Greater Skitter Knot", + "trait": "Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3719", + "summary": "Carved from an arboreal’s knuckle, this wooden torus can be activated despite your being unconscious. The knot then sprouts several roots that arch over your body like a spider’s legs. These lift you a few inches off the ground before Striding and carrying you with them. The roots prioritize taking you away from obvious harm, though as a reaction, an ally who speaks Arboreal can command the roots to carry you to a particular point within range.", + "activation": "free-action] envision; Trigger You are dying at the beginning of your turn." + }, + { + "name": "Greater Spider Satchel", + "trait": "Alchemical, Bomb, Consumable, Poison, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3732", + "summary": "The Verduran Forest’s tiny tent-trap spider lays her eggs in a pyramidal web, and her young hatch only in response to intense vibration, such as the struggles of an ensnared insect or even songbird. Sadistic alchemists gather and augment these eggs, packing them in silken satchels that disgorge thousands of biting spider babies on impact. Many types of spider satchel grant a bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent poison damage, 3 poison splash damage, and fascinates the target while the …" + }, + { + "name": "Greater Staff of Arcane Might", + "trait": "Magical, Rare, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3038", + "summary": "This staff of magically hardened wood is topped with a silver sculpture depicting magical runic symbols. A staff of arcane might is a +1 striking staff.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Greater Stalwart’s Banner", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3914", + "summary": "This magical banner mimics the rich green of summer grass. While holding a stalwart’s banner, you can use the following ability.", + "activation": "Stand Firm [one-action] (concentrate); Frequency once per minute; Effect You and allies within your banner’s aura gain 5 temporary Hit Points and a +1 status bonus to your Fortitude DC and Reflex DC against any effect that would move you or knock you prone. These effects last for 1 round." + }, + { + "name": "Greater Stormshard", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3742", + "summary": "These shards of coalesced necromantic essence are sometimes found in the wake of an ancestor storm. Howling spirits are faintly visible, trapped inside the jagged, dark-green glass.", + "activation": "Free the Spirits [two-actions] (concentrate, manipulate); Frequency once per day; Effect You briefly release the spirits from the stormshard before drawing them back into the glass. Each creature in a 10-foot emanation takes 4d8 void damage (DC 20 basic Fortitude save). You treat the result of your saving throw as one degree of success better than its outcome." + }, + { + "name": "Greater Swapping Stone", + "trait": "Conjuration, Consumable, Magical, Teleportation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=944", + "summary": "This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within 100 feet. The stone then casts dimension door on you and transports you to itself. This destroys the stone.", + "activation": "one-action] Interact" + }, + { + "name": "Greater Swift Standard", + "trait": "Air, Aura, Magical, Rare", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3917", + "summary": "As this magical banner sways in the breeze, the horses embroidered across the fabric seem to gallop at unnatural speeds, racing across the field. You and allies that start your turn within the banner’s aura gain a +5-foot status bonus to land Speeds for 1 round. This bonus is doubled while traveling." + }, + { + "name": "Greater Tenderizer Grenade", + "trait": "Acid, Alchemical, Bomb, Consumable, Plant, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3736", + "summary": "Made from the acidic flesh of an especially astringent fruit found on the Plane of Wood, this bomb’s contents soften, oxidize, and season whatever they touch. Many types of this bomb grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d6 points of acid damage." + }, + { + "name": "Greater Toothy Knife", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3896", + "summary": "This jagged bit of metal is pitted and worn but wickedly sharp. The DC of the flat check to end persistent bleed damage dealt by a weapon under the effects of a toothy knife is 17 (or 12 with appropriate assistance). This bleeding still typically ends on its own after 1 minute, as normal.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Greater Trudd's Strength", + "trait": "Divine, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Clan Dagger Filigrees", + "bulk": "", + "url": "/Equipment.aspx?ID=3771", + "summary": "PFS Note Characters from Five Kings Mountains have access to this option.", + "activation": "Protect the Clan! [one-action] (concentrate); Frequency once per day; Effect Protective energy releases in a 10-foot emanation, granting a +1 status bonus to Armor Class to all allies within the area. The bonus lasts for 1 minute." + }, + { + "name": "Greater Vanishing Shocker", + "trait": "Consumable, Electricity, Gadget, Illusion, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3573", + "summary": "The vanishing shocker is a cube with extruding spikes at each corner. This inscrutable device channels occult energy through the electricity it produces, creating the result of invisible lighting. When activated, the cube floats above your head, creating a field of invisible electricity in a 10-foot emanation that lasts for 1 round. You and creatures within the emanation are concealed. Creatures that enter or start their turn within the area must attempt a DC 22 Reflex save.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Greater Wood-Rotted Root", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3730", + "summary": "This palm-sized chunk of wood it rotting, and riddled with mold and fungi. You can crush this wood to use it as a spell catalyst when you cast a oaken resilience. When you do, the bark that covers your skin is rotting, and emits a small cloud of spores whenever your hurt. For the duration, whenever you take physical damage, your rotting bark skin emits a cloud of spores in the listed emanation. Creatures in the area must attempt a Fortitude save at the listed DC to avoid taking the listed poison damage.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Green Gut", + "trait": "Alchemical, Consumable, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=656", + "summary": "This watery, mint-green emetic of xulgath design is often carried in a delicate obsidian vial or other fragile container. In the unfortunate circumstance that a creature has been Swallowed Whole by another creature, the swallowed creature can break open a vial of greengut to immediately induce vomiting. The swallower must succeed at a DC 40 Fortitude save or take 18d6 poison damage and possibly vomit the contents of its stomach.", + "activation": "one-action] Interact" + }, + { + "name": "Green Wyrmling Breath Potion", + "trait": "Consumable, Evocation, Magical, Poison, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=911", + "summary": "This liquid contains blood from a wyrmling green dragon. For 1 hour after you drink it, you can unleash a cloud of poison as a breath weapon. Exhaling dragon breath uses a single action. The breath weapon deals 2d6 poison damage in a 15-foot cone, and each creature in the area must attempt a DC 23 basic Fortitude save. After you use the breath weapon, you can't do so again for 1d4 rounds." + }, + { + "name": "Grievous", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2841", + "summary": "When your attack roll with this weapon is a critical hit and gains the critical specialization effect, you gain an additional benefit depending on the weapon group." + }, + { + "name": "Griffon Cane", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "Canes & Crutches", + "bulk": "L", + "url": "/Equipment.aspx?ID=1345", + "summary": "A griffon cane is named for the shape of its base, which features four small pronged supports splayed out in a manner similar to a griffon's talons. A griffon cane's splayed foot enables it to stand upright by itself. A griffon cane deals 1d6 bludgeoning damage, has the backswing and two-hand d10 traits, and is a martial melee weapon in the club weapon group." + }, + { + "name": "Grim Ring", + "trait": "Detection, Divination, Divine, Invested, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1538", + "summary": "This golden ring is sculpted with the visage of a grinning skull on the side. While wearing the ring, you can attempt to detect the presence of undead creatures as an exploration activity. This reveals the presence or absence of undead in the area, but it doesn't pinpoint their locations. This ring can't detect undead whose appearance is masked by any illusion spell that is 2nd level or higher. If an undead is hiding or disguised, the GM rolls a secret Perception check for you against the undead's Stealth or Deception DC, as appropriate, with a +2 item bonus to your check.", + "activation": "reaction] envision (positive); Frequency once per day; Trigger You gain the drained condition from an undead creature; Effect Reduce the value of the drained condition you gain by 1, and the undead that caused the condition takes 2d6 positive damage." + }, + { + "name": "Grim Sandglass", + "trait": "Magical, Necromancy, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1015", + "summary": "One bulb of this tiny hourglass contains black sand, the other white. After even a few grains pass from one side to the other, it reverses its flow to keep the two sides in equilibrium. The spell DC of any spell cast by Activating this item is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast enervation or 4th-level restoration." + }, + { + "name": "Grim Sandglass (Greater)", + "trait": "Magical, Necromancy, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1015", + "summary": "Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, and the spell DC is 24.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast enervation or 4th-level restoration." + }, + { + "name": "Grim Sandglass (Major)", + "trait": "Magical, Necromancy, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1015", + "summary": "Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, and the spell DC is 29.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast enervation or 4th-level restoration." + }, + { + "name": "Grim Trophy", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2979", + "summary": "This talisman comes in many forms, most often a severed piece of a humanoid creature displayed in some gruesome manner. When you activate the trophy, make an Intimidation check to Demoralize up to two targets, comparing your Intimidation check result to both of their DCs", + "activation": "one-action] (concentrate)" + }, + { + "name": "Grim Trophy (Greater)", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2979", + "summary": "This talisman comes in many forms, most often a severed piece of a humanoid creature displayed in some gruesome manner. When you activate the trophy, make an Intimidation check to Demoralize up to two targets, comparing your Intimidation check result to both of their DCs", + "activation": "one-action] (concentrate)" + }, + { + "name": "Grimoire of Unknown Necessities", + "trait": "Divination, Grimoire, Invested, Magical, Unique", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1458", + "summary": "The cover of this grimoire is bound in a strange crimson, pebbly leather that a DC 40 Occultism check to Recall Knowledge identifies as the hide of a rare monster from the distant plane of Leng. The grimoire's spine is bound in copper and a spiral of shifting runes slowly swirls across its surface.", + "activation": "one-action] envision (arcane, divination); Frequency once per day; Requirements You're an arcane prepared spellcaster and you have rested but not yet prepared your spells for the day; Effect The grimoire provides you with temporary knowledge of a single spell of the highest level you're capable of casting that you don't already have recorded in it or any of your other spellbooks, chosen by the GM based on their knowledge of the adventure to be particularly useful to you during the upcoming day. A strange quirk of the tome prevents the spell's knowledge from ever traveling further than your own mind. The granted spell is not only removed from the tome's pages at the start of the next day, but is also removed from any other scroll, spellbook, or grimoire the granted spell is copied into, as well as any other way it might have been learned or copied." + }, + { + "name": "Grindlegrub Steak", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=2556", + "summary": "Fried grindlegrub is a common street food in Highhelm, but Sanra has elevated the dish to something almost gourmet for such pedestrian fare, bringing out both the height of its flavor and its natural energy boosting properties. You do not need to eat for three days after consuming a grindlegrub steak, and for that duration you gain a +1 item bonus to Fortitude saving throws against fatigue and the drained condition.", + "activation": "minute (Interact)" + }, + { + "name": "Grinning Pugwampi", + "trait": "Consumable, Magical, Misfortune, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2107", + "summary": "This bone statuette of a sneering gremlin crumbles to dust when activated, imparting a fraction of its subject's infamous misfortune on those you strike. The damaged creature must attempt a DC 33 Will save.", + "activation": "free-action] (concentrate); Trigger You damage a off-guard creature with the affixed weapon." + }, + { + "name": "Grippy Gloves", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3966", + "summary": "A good pair of gloves is a critical item for any soldier, particularly if you plan to get up close to your enemy. When you wear these black leather gloves with fine silver stitching, you gain a +1 item bonus to Athletics checks to Climb, Grapple, and Reposition.", + "activation": "Sticky Grip [one-action] (manipulate); Frequency once per day; Requirements You have an enemy grabbed or restrained; Effect Your gloves help you squeeze even more tightly, keeping your opponent from moving freely. The enemy you have grabbed or restrained is slowed 1 for 1 round." + }, + { + "name": "Grisantian Hide Object (High-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1474", + "summary": "Highly desired for the prestige, the pelt of the grogrisant also has invaluable properties. Standard-grade items can be made from the pelt of a grisantian lion, but high-grade items require the pelt of the grogrisant itself." + }, + { + "name": "Grisantian Hide Object (Standard-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1474", + "summary": "Highly desired for the prestige, the pelt of the grogrisant also has invaluable properties. Standard-grade items can be made from the pelt of a grisantian lion, but high-grade items require the pelt of the grogrisant itself." + }, + { + "name": "Grit", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1494", + "summary": "First developed in the Puddles about 20 years ago, this stimulant has grown from a diversion of the wretched poor to a habit for well- heeled merchants and nobles. At low doses, grit provides the physical body with increased energy while stimulating the idle mind into effortless flights of creative fancy. Abuse of the drug leads to severe hallucinations, numbing, and uncontrollable rage. Grit is produced by grinding down alchemically-enhanced barbarian chew, which is mixed with toxic plant- based substances, such as bitterbark or redroot. The powder is very expensive and highly addictive.", + "activation": "one-action] Interact" + }, + { + "name": "Grolna", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=807", + "summary": "This caligni-made, murky-green drug supercharges a creature's olfactory senses at the expense of dulling their mind. Popular throughout the Darklands for its ability to transform normally dull scents and flavors into intense, euphoric experiences, grolna can also be a great aid to trackers who want to follow scent trails, turning ordinary humanoids into effective bloodhounds.", + "activation": "one-action] Interact" + }, + { + "name": "Grub Gloves (Greater)", + "trait": "Invested, Magical, Necromancy, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2561", + "summary": "Danila Kenn and Depa Stepwell of Common Goods developed these gloves after complaints from an exhausted grindlegrub rancher. Since their development, the gloves have become popular not just among grindlegrub ranchers, but laborers of all kinds in Stonebreach. The thick gloves are designed to help ranchers hold on to the squirming, slimy bodies of grindlegrubs, and help soothe the wear and tear of the day while restoring energy for after-hours pursuits. While wearing the gloves, you gain a +1 item bonus to Athletics checks. The gripping power of the gloves provides you with a +2 circumstance bonus to Reflex saves to Grab an Edge. If you roll a success to Grab an Edge, you get a critical success instead, as the gripping gloves allow you to hold on even with just a few fingertips.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You rub your hands together and take a deep breath to prepare for the rest of your day. You regain 3d8+10 Hit Points and feel refreshed, losing the fatigued condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed." + }, + { + "name": "Grub Gloves (Lesser)", + "trait": "Invested, Magical, Necromancy, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2561", + "summary": "Danila Kenn and Depa Stepwell of Common Goods developed these gloves after complaints from an exhausted grindlegrub rancher. Since their development, the gloves have become popular not just among grindlegrub ranchers, but laborers of all kinds in Stonebreach. The thick gloves are designed to help ranchers hold on to the squirming, slimy bodies of grindlegrubs, and help soothe the wear and tear of the day while restoring energy for after-hours pursuits. While wearing the gloves, you gain a +1 item bonus to Athletics checks. The gripping power of the gloves provides you with a +2 circumstance bonus to Reflex saves to Grab an Edge. If you roll a success to Grab an Edge, you get a critical success instead, as the gripping gloves allow you to hold on even with just a few fingertips.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You rub your hands together and take a deep breath to prepare for the rest of your day. You regain 3d8+10 Hit Points and feel refreshed, losing the fatigued condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed." + }, + { + "name": "Grub Gloves (Moderate)", + "trait": "Invested, Magical, Necromancy, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2561", + "summary": "Danila Kenn and Depa Stepwell of Common Goods developed these gloves after complaints from an exhausted grindlegrub rancher. Since their development, the gloves have become popular not just among grindlegrub ranchers, but laborers of all kinds in Stonebreach. The thick gloves are designed to help ranchers hold on to the squirming, slimy bodies of grindlegrubs, and help soothe the wear and tear of the day while restoring energy for after-hours pursuits. While wearing the gloves, you gain a +1 item bonus to Athletics checks. The gripping power of the gloves provides you with a +2 circumstance bonus to Reflex saves to Grab an Edge. If you roll a success to Grab an Edge, you get a critical success instead, as the gripping gloves allow you to hold on even with just a few fingertips.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You rub your hands together and take a deep breath to prepare for the rest of your day. You regain 3d8+10 Hit Points and feel refreshed, losing the fatigued condition. As normal for effects that remove fatigue, this doesn't remove any underlying source of fatigue, such as lack of sleep, causing the condition to return if the underlying source isn't addressed." + }, + { + "name": "Grudgestone", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2108", + "summary": "This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of cloth wrapped around its grip. When you Activate the grudgestone, your Strikes with the affixed weapon against the triggering creature gain a +3 status bonus to damage rolls for 1 minute or until the target dies, whichever comes first.", + "activation": "free-action] (concentrate); Trigger A creature critically hits you." + }, + { + "name": "Grudgestone (Greater)", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2108", + "summary": "This dull black pebble, ominously cold to the touch and curiously heavy for its size, is typically bound to the affixed weapon inside a strip of cloth wrapped around its grip. When you Activate the grudgestone, your Strikes with the affixed weapon against the triggering creature gain a +3 status bonus to damage rolls for 1 minute or until the target dies, whichever comes first.", + "activation": "free-action] (concentrate); Trigger A creature critically hits you." + }, + { + "name": "Gruesome Bolt", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Siege Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3871", + "summary": "This sickly green ammunition emits an eerie wail as it flies through the air. When a gruesome bolt impacts its target, it embeds a seed of fear in nearby creatures. All creatures within 10 feet of the target are subject to the effects of a 3rd-rank fear spell (DC 19)." + }, + { + "name": "Guangu of the Steppe", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3937", + "summary": "This large drum is made of hardwood and horse hide, with white silhouettes of coursing stallions along its circumference. This drum grants you a +1 item bonus to Performance checks while playing music with the instrument.", + "activation": "The Hammer of Hooves [two-actions] (auditory, concentrate, manipulate); Frequency once per day; Effect You hammer a thundering beat on the guangu. For 10 minutes, mounted allies within a 60-foot emanation gain a +10-foot status bonus to their mount’s Speeds. They also gain a +1 status bonus to Nature checks to Command an Animal and automatically succeed when they Command an Animal they’re mounted on to take a move action (such as Stride)." + }, + { + "name": "Guardian Aluum Charm", + "trait": "Enchantment, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2498", + "summary": "A guardian aluum charm grants control over powerful aluums—metal and stone constructs created by the Pactmasters to help maintain order in the city of Katapesh. As long as you wear a guardian aluum's linked guardian aluum charm, that aluum follows your verbal commands.", + "activation": "two-actions] command, envision; Frequency once per day; Effect The charm grants you control over an aluum you can see within 60 feet, as long as the target aluum is level 13 or less. This has the effect of dominate and allows a DC 28 Will save. If the aluum is currently under the control of someone wearing its linked charm, its saving throw is one degree higher than what is rolled. You can control only one aluum at a time with this activation, and controlling a new aluum ends the effect for one you had previously affected." + }, + { + "name": "Guardian Staff", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2252", + "summary": "A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value this staff's spells.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Guardian Staff (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2252", + "summary": "A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value this staff's spells.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Guardian Staff (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2252", + "summary": "A guardian staff is formed from ivory strands woven in a diamond pattern and capped with a glowing ruby. Those charged with protecting others value this staff's spells.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Guide (Expedient Wilderness Guide)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2469", + "summary": "Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services reduce the risk of danger during an expedition as guides know the safest or the quickest routes to take through various areas. They also can arrange transportation, food, lodging, and other resources needed for a journey. Guides can assist with locating specific flora or fauna, which is particularly helpful for those in search of ingredients for alchemy or a ritual." + }, + { + "name": "Guide (Safe Wilderness Guide)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2469", + "summary": "Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services reduce the risk of danger during an expedition as guides know the safest or the quickest routes to take through various areas. They also can arrange transportation, food, lodging, and other resources needed for a journey. Guides can assist with locating specific flora or fauna, which is particularly helpful for those in search of ingredients for alchemy or a ritual." + }, + { + "name": "Guide (Survival Guide Level 1; Trained)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2469", + "summary": "Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services reduce the risk of danger during an expedition as guides know the safest or the quickest routes to take through various areas. They also can arrange transportation, food, lodging, and other resources needed for a journey. Guides can assist with locating specific flora or fauna, which is particularly helpful for those in search of ingredients for alchemy or a ritual." + }, + { + "name": "Guide (Survival Guide Level 2)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2469", + "summary": "Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services reduce the risk of danger during an expedition as guides know the safest or the quickest routes to take through various areas. They also can arrange transportation, food, lodging, and other resources needed for a journey. Guides can assist with locating specific flora or fauna, which is particularly helpful for those in search of ingredients for alchemy or a ritual." + }, + { + "name": "Guide (Survival Guide Level 3; Expert)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2469", + "summary": "Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services reduce the risk of danger during an expedition as guides know the safest or the quickest routes to take through various areas. They also can arrange transportation, food, lodging, and other resources needed for a journey. Guides can assist with locating specific flora or fauna, which is particularly helpful for those in search of ingredients for alchemy or a ritual." + }, + { + "name": "Guide (Survival Guide Level 4)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2469", + "summary": "Venturing away from home or into the wilderness can be dangerous, especially when the terrain and local creatures are unfamiliar. Guide services reduce the risk of danger during an expedition as guides know the safest or the quickest routes to take through various areas. They also can arrange transportation, food, lodging, and other resources needed for a journey. Guides can assist with locating specific flora or fauna, which is particularly helpful for those in search of ingredients for alchemy or a ritual." + }, + { + "name": "Guide Harness", + "trait": "Companion", + "item_category": "Assistive Items", + "item_subcategory": "Animal Companion Mobility Aids", + "bulk": "1", + "url": "/Equipment.aspx?ID=2149", + "summary": "The grip of this guide harness fits comfortably in the hand. Guide harnesses are purpose-built for low-sight or blind adventurers who have guide animals. Usually fastened with side straps placed through a martingale, guide harnesses can be easily reconfigured to allow them to be worn by any animal companion." + }, + { + "name": "Guiding Cajon Drum", + "trait": "Enchantment, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=1740", + "summary": "This wooden, box-shaped percussion instrument resonates with great power when struck. The drum is large enough that you can't play it while holding it. Instead, you sit on the drum and play it with both hands. Sitting on or standing up from the drum requires an action, which has the move trait. You're flat-footed while sitting on the drum, but you gain a +1 item bonus to Performance checks to play the drum. The drum is loud and creatures within 100 feet of the drum can hear its music, regardless of the ambient noise, though it can't penetrate silence and similar magical effects.", + "activation": "one-action] Interact (auditory, emotion, enchantment, mental); Frequency once per round; Effect You play the drum, unleashing a rhythm that gets other moving. Up to 2 allies that can hear the drum can use a reaction to Stride 5 feet." + }, + { + "name": "Guiding Chisel", + "trait": "Conjuration, Elf, Magical, Unique", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=541", + "summary": "This magical chisel evokes the holy symbol of the elven goddess of art and architecture, Findeladlara. The Guiding Chisel’s original function was as a portal key to Duskgate, but as Alseta’s Ring faded from the collective memories of the elves, the chisel became known and used exclusively for its other abilities. Eventually, elven emissaries gave it to the dwarves of Saggorak as a gesture of friendship.", + "activation": "minutes (command, envision, Interact); Frequency once per day; Effect You embed the Guiding Chisel in the ground and imagine a building. After 10 minutes, you remove the chisel and the building appears. The building can take any shape you wish, filling up to ten contiguous 10-foot cubes within 1,000 feet of the chisel. The building lasts until you use the chisel to create another building. This building has the structure trait." + }, + { + "name": "Guiding Star Orb", + "trait": "Magical, Unique", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3699", + "summary": "Candlaron the Sculptor is one of Kyonin’s most storied and honored wizards. While his final fate is unknown, his greatest creations, the aiudara, remain behind as a legacy of his power—as do other potent items, such as the Guiding Star Orb, a navigational traveling aid that the heroic wizard often relied upon when venturing into an unexplored part of the world.", + "activation": "Momentary Aiudara 10 minutes (concentrate, manipulate, teleportation); Frequency once per day; Effect You cause a shimmering magical archway to appear next to you as the Guiding Star Orb casts a 7th-rank teleport to your specifications. If you are teleporting to an aiudara you’ve visited before, you and the targets appear precisely at that location." + }, + { + "name": "Guiding Star Orb (Artifact)", + "trait": "Apex, Artifact, Intelligent, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3752", + "summary": "The stoic echo of Candlaron the Sculptor, architect of the aiudara network, infuses the Guiding Star Orb. As long as you have him invested, the Guiding Star Orb orbits your body instead of needing to be held in one hand. You can stow the Guiding Star Orb with an Interact action, and he can be snatched out of the air with a successful Disarm action against you. When stowed, the Guiding Star Orb remains invested, but if he’s removed from you via Disarm, your investment ends if you don’t reclaim him by the end of your next turn. The Guiding Star Orb’s voice is scholarly and precise, speaking telepathically with clearly enunciated but often complex words, and he assumes you’re educated enough to keep up with his academic dialogue.", + "activation": "Momentary Aiudara (concentrate); Frequency once per day; Effect A shimmering magical archway appears next to you as the Guiding Star Orb casts a 9th-rank teleport to your specifications. If you’re teleporting to an aiudara you’ve visited before, you and the targets appear precisely at that location. If you’re teleporting to Lotusgate in Kyonin, this effect functions as interplanar teleport if you aren’t on the same plane as Kyonin." + }, + { + "name": "Guise of the Smirking Devil", + "trait": "Auditory, Invested, Magical, Void", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3434", + "summary": "This ice-blue half-mask is adorned with a wicked silver grin that covers only the wearer's mouth. You gain a +2 item bonus to Intimidation checks.", + "activation": "Hideous Wail [two-actions] (concentrate, manipulate); Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 void damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save)." + }, + { + "name": "Guise of the Smirking Devil (Greater)", + "trait": "Auditory, Invested, Magical, Void", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3434", + "summary": "The item bonus to Intimidation is +3. Activating a greater guise of the smirking devil casts wails of the damned (DC 41), affecting all living creatures in the area.", + "activation": "Hideous Wail [two-actions] (concentrate, manipulate); Frequency once per day; Effect The mask emits a soul-chilling scream that deals 6d10 void damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save)." + }, + { + "name": "Gunner's Bandolier", + "trait": "Conjuration, Invested, Magical, Uncommon", + "item_category": "Customizations", + "item_subcategory": "Holsters", + "bulk": "L", + "url": "/Equipment.aspx?ID=1209", + "summary": "This incredibly spacious bandolier can hold up to 4 one-handed crossbows or firearms that take no more than 1 action to completely reload (typically meaning that weapons with the capacity or repeating traits won't fit in the bandolier's holsters). A gunner's bandolier can be etched with runes as though it were a ranged weapon. When you invest the gunner's bandolier, you can attune it to each of the 4 weapons holstered in it.", + "activation": "three-actions] envision; Effect All weapons that were attuned to the bandolier when you invested it, not including any weapons you're currently wielding, return to the bandolier, and one of the returned weapons is automatically reloaded." + }, + { + "name": "Gunner's Saddle", + "trait": "Uncommon", + "item_category": "Customizations", + "item_subcategory": "Stabilizers", + "bulk": "2", + "url": "/Equipment.aspx?ID=1217", + "summary": "Developed by marauders from the Mana Wastes, this clockwork saddle comes with a retractable weapon mount that can be used as a tripod to stabilize a weapon with the kickback trait. Just like a normal tripod, you Interact to deploy the tripod to stabilize the firearm, and then again to retract the tripod to move it. The saddle uses complex hydraulics to protect the steed from the firearm's recoil." + }, + { + "name": "Gyroscopic Stabilizer", + "trait": "Divination, Magical, Uncommon", + "item_category": "Customizations", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1588", + "summary": "A gyroscopic stabilizer appears as a gold disk suspended within three rotating golden bands inside a gilded case, itself attached to a set of clamps. These clamps allow you to attach the gyroscopic stabilizer to any one-handed firearm as an Interact action.", + "activation": "one-action] Interact; Frequency once per hour; Requirements The gyroscopic stabilizer is attached to a one-handed firearm without the fatal or fatal aim traits; Effect The gyroscopic stabilizer begins spinning for 1 minute. While the gyroscopic stabilizer is spinning, the weapon it's attached to gains the fatal aim weapon trait with a die one size larger than its damage die (maximum d12). This allows you to wield it in two hands to grant it the fatal trait." + }, + { + "name": "Hag Eye", + "trait": "Divination, Invested, Occult, Rare, Scrying", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=935", + "summary": "This item appears to be an ordinary semiprecious stone and is typically mounted on a brooch or ring, but the stone is, in fact, an eyeball. This illusion can be seen through with true seeing or similar magic, and anyone who interacts with the item feels its wet and sticky surface, allowing them to attempt to disbelieve the illusion (DC 19). Many hags claim a hag eye is more effective if plucked from a living, awake creature, but this is likely just a convenient excuse for sadism.", + "activation": "two-actions] (death, necromancy, visual); Effect You target a creature within 30 feet that must be able to see the smoky hag eye. The target must attempt a DC 24 Fortitude save. Once a creature attempts this save, it's temporarily immune for 24 hours." + }, + { + "name": "Hag Eye (Frightful)", + "trait": "Divination, Invested, Occult, Rare, Scrying", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=935", + "summary": "This item appears to be an ordinary semiprecious stone and is typically mounted on a brooch or ring, but the stone is, in fact, an eyeball. This illusion can be seen through with true seeing or similar magic, and anyone who interacts with the item feels its wet and sticky surface, allowing them to attempt to disbelieve the illusion (DC 19). Many hags claim a hag eye is more effective if plucked from a living, awake creature, but this is likely just a convenient excuse for sadism.", + "activation": "two-actions] (death, necromancy, visual); Effect You target a creature within 30 feet that must be able to see the smoky hag eye. The target must attempt a DC 24 Fortitude save. Once a creature attempts this save, it's temporarily immune for 24 hours." + }, + { + "name": "Hag Eye (Oracular)", + "trait": "Divination, Invested, Occult, Rare, Scrying", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=935", + "summary": "This item appears to be an ordinary semiprecious stone and is typically mounted on a brooch or ring, but the stone is, in fact, an eyeball. This illusion can be seen through with true seeing or similar magic, and anyone who interacts with the item feels its wet and sticky surface, allowing them to attempt to disbelieve the illusion (DC 19). Many hags claim a hag eye is more effective if plucked from a living, awake creature, but this is likely just a convenient excuse for sadism.", + "activation": "two-actions] (death, necromancy, visual); Effect You target a creature within 30 feet that must be able to see the smoky hag eye. The target must attempt a DC 24 Fortitude save. Once a creature attempts this save, it's temporarily immune for 24 hours." + }, + { + "name": "Hag Eye (Smokey)", + "trait": "Divination, Invested, Occult, Rare, Scrying", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=935", + "summary": "This item appears to be an ordinary semiprecious stone and is typically mounted on a brooch or ring, but the stone is, in fact, an eyeball. This illusion can be seen through with true seeing or similar magic, and anyone who interacts with the item feels its wet and sticky surface, allowing them to attempt to disbelieve the illusion (DC 19). Many hags claim a hag eye is more effective if plucked from a living, awake creature, but this is likely just a convenient excuse for sadism.", + "activation": "two-actions] (death, necromancy, visual); Effect You target a creature within 30 feet that must be able to see the smoky hag eye. The target must attempt a DC 24 Fortitude save. Once a creature attempts this save, it's temporarily immune for 24 hours." + }, + { + "name": "Hag Eye (Stoney)", + "trait": "Divination, Invested, Occult, Rare, Scrying", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=935", + "summary": "This item appears to be an ordinary semiprecious stone and is typically mounted on a brooch or ring, but the stone is, in fact, an eyeball. This illusion can be seen through with true seeing or similar magic, and anyone who interacts with the item feels its wet and sticky surface, allowing them to attempt to disbelieve the illusion (DC 19). Many hags claim a hag eye is more effective if plucked from a living, awake creature, but this is likely just a convenient excuse for sadism.", + "activation": "two-actions] (death, necromancy, visual); Effect You target a creature within 30 feet that must be able to see the smoky hag eye. The target must attempt a DC 24 Fortitude save. Once a creature attempts this save, it's temporarily immune for 24 hours." + }, + { + "name": "Hail of Arrows Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3373", + "summary": "When a creature enters the snare's square, it releases hundreds upon hundreds of carefully prepared arrows, blanketing a 20-foot radius around the snare's square with massive arrow fire that deals 18d6 piercing damage. Creatures in the area must attempt a DC 37 basic Reflex save." + }, + { + "name": "Hairpin of Blooming Flowers", + "trait": "Evocation, Invested, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3134", + "summary": "The flower that adorns this hairpin is a blooming lotus flower that varies in color; it regrows in a day after the item is activated. Whether or not the hairpin's flower is in bloom, as long as you wear it and it's invested, it grants a +1 item bonus to Diplomacy checks.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You pluck the flower from the hairpin and scatter the petals, creating a flurry of color in a 10-foot burst centered on you. You become concealed for 1 minute or until you move from your current location. Any creature within the 10-foot burst when you Activate the Item must succeed at a DC 23 Reflex save or become dazzled until the end of its next turn (or blinded until the end of its next turn on a critical failure). The flower blooms again the next day." + }, + { + "name": "Halcyon Heart", + "trait": "Artifact, Divination, Magical, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1529", + "summary": "This shekere features carved prayers barely visible under a fine silk net of colorful beads. The handheld percussion instrument grants a +3 item bonus to Performance checks while playing music with it. In addition, when you Perform with it, you can make it heard by any number of creatures within 100 miles. You can specify one or more specific creatures, or otherwise describe those who will hear it, such as all humans, or all inhabitants of a village. You can send a message through the music that the targets understand. Demons and creatures connected to demons (such as a creature whose deity is a demon lord or a sorcerer with the demonic bloodline) can't easily understand any messages conveyed in this way, even if you wish to send the message to them. They must attempt a Society check against your Performance DC or against DC 40, whichever is higher. If your Performance DC is higher than DC 40 and you want demons to be able to understand the message, you can choose to use DC 40 instead.", + "activation": "two-actions] command, Interact; Requirements The halcyon heart has its net of beads; Effect You pull the net off the halcyon heart and throw it at a creature within 20 feet, using your attack bonus for a ranged simple weapon. On a hit, the net grows and envelops the creature, which becomes flat-footed and takes a –10-foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also immobilized until it Escapes. The net also attempts to counteract teleportation effects and planar travel of the creature it's entrapping. The Escape DC is 44, and the net has a counteract level of 9 and a counteract modifier of +38. If the target is a demon or connected to a demon, they must roll twice and take the lower result on all attempts to Escape (this is a misfortune effect), and for counteract checks, the net rolls twice and takes the higher result (this is a fortune effect). You can't Perform with the halcyon heart while it doesn't have its net. So long as the net doesn't contain a creature, you can restore it with a single action, which has the concentrate trait." + }, + { + "name": "Hammer", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2726", + "summary": "" + }, + { + "name": "Hampering Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3374", + "summary": "You arrange brambles, wires, sticky goo, or other materials to interfere with a creature's movement. The square with this snare as well as three adjacent squares (to form a 10-foot-by-10-foot area) become difficult terrain when the first creature enters the snare's square. The difficult terrain affects the creature's movement right away, including its movement into the triggering square, and it lasts for 1d4 rounds after the snare is triggered. A creature can use an Interact action to clear the difficult terrain out of a single square early." + }, + { + "name": "Hand of Mercy", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3884", + "summary": "Shaped like an open-palmed hand, this small sculpture of smooth sandstone seems to blunt a weapon when applied rather than sharpen it. For 1 minute, a weapon to which a hand of mercy is applied gains the nonlethal trait and can’t be used to make lethal attacks. Any persistent damage the weapon would deal is negated.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Hand-Hewed Face", + "trait": "Contract, Invested, Magical, Rare", + "item_category": "Contracts", + "item_subcategory": "Bargained Contracts", + "bulk": "", + "url": "/Equipment.aspx?ID=1651", + "summary": "At the crossroads under a new moon, you traded your face for one that you can mold as though it were clay, sealed with a ribbon worn around your neck to hide the seam. Your true appearance changes to that of a generic member of your ancestry. You can shape your facial features with your hands and thus don't need a disguise kit to Impersonate, and you don't take circumstance penalties to Impersonate someone due to the difference in your facial features. Once per day, from any distance, the entity that holds your bargained contract can change their appearance to match your appearance from before you sealed the contract, or the appearance you are currently using through Impersonate. When they do, your face transforms to your new true appearance, that of a generic member of your ancestry, and you become stunned 3 by the sudden backlash.", + "activation": "two-actions] Interact; Requirements You have used Impersonate and molded your face into a different face; Effect You peel your current face from your skin, revealing the true generic appearance from your bargained contract. This allows you to duck out of sight and remove the facial component of your disguise almost immediately, though clothing or other elements might still give you away." + }, + { + "name": "Handcuffs (Average)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=798", + "summary": "Developed in Absalom and rarely used except by police forces in major cities due to their significant cost, handcuffs possess a ratcheting lock system in each cuff that allows them to be quickly cinched down on a captive's limbs, even if they're actively resisting." + }, + { + "name": "Handcuffs (Good)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=798", + "summary": "Developed in Absalom and rarely used except by police forces in major cities due to their significant cost, handcuffs possess a ratcheting lock system in each cuff that allows them to be quickly cinched down on a captive's limbs, even if they're actively resisting." + }, + { + "name": "Handcuffs (Superior)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=798", + "summary": "Developed in Absalom and rarely used except by police forces in major cities due to their significant cost, handcuffs possess a ratcheting lock system in each cuff that allows them to be quickly cinched down on a captive's limbs, even if they're actively resisting." + }, + { + "name": "Handkerchief of Disagreeable Disguise", + "trait": "Cursed, Invested, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2381", + "summary": "This elegant scarf appears to be and functions as a masquerade scarf . When you invest the scarf, it fuses to you.", + "activation": "minute (manipulate); Frequency once per day; Effect Like a masquerade scarf, the scarf casts a 1st-rank illusory disguise spell on you. However, the illusion disadvantages you based on your intent, making you, for example, appear to be a suspicious ruffian if you’re trying to sneak past guards or lending you the seeming of a pauper if you’re trying to impress a shallow aristocrat. You and those you consider to be allies must succeed at a DC 16 Will save or you perceive the illusion as you intended it, though others won’t. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You can’t Dismiss the spell." + }, + { + "name": "Handkerchief of Disagreeable Disguise (Greater)", + "trait": "Cursed, Invested, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2381", + "summary": "You can Activate the scarf as a 2-action activity any number of times per day, the illusory disguise is 2nd rank (allowing it to malfunction with sound and smell), and the DC is 23.", + "activation": "minute (manipulate); Frequency once per day; Effect Like a masquerade scarf, the scarf casts a 1st-rank illusory disguise spell on you. However, the illusion disadvantages you based on your intent, making you, for example, appear to be a suspicious ruffian if you’re trying to sneak past guards or lending you the seeming of a pauper if you’re trying to impress a shallow aristocrat. You and those you consider to be allies must succeed at a DC 16 Will save or you perceive the illusion as you intended it, though others won’t. Evidence to the contrary allows you to attempt to disbelieve the false version of the illusion. You can’t Dismiss the spell." + }, + { + "name": "Handling Gloves", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animal Caretaking Gear", + "bulk": "", + "url": "/Equipment.aspx?ID=1701", + "summary": "" + }, + { + "name": "Handwraps of Mighty Blows (+1 striking)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3086", + "summary": "As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead)." + }, + { + "name": "Handwraps of Mighty Blows (+1)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3086", + "summary": "As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead)." + }, + { + "name": "Handwraps of Mighty Blows (+2 greater striking)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3086", + "summary": "As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead)." + }, + { + "name": "Handwraps of Mighty Blows (+2 striking)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3086", + "summary": "As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead)." + }, + { + "name": "Handwraps of Mighty Blows (+3 greater striking)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3086", + "summary": "As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead)." + }, + { + "name": "Handwraps of Mighty Blows (+3 major striking)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3086", + "summary": "As you invest these embroidered strips of cloth, you must meditate and slowly wrap them around your hands. These handwraps have weapon runes etched into them to give your unarmed attacks the benefits of those runes, making your unarmed attacks work like magic weapons. For example, +1 striking handwraps of mighty blows would give you a +1 item bonus to attack rolls with your unarmed attacks and increase the damage of your unarmed attacks from one weapon die to two (normally 2d4 instead of 1d4, but if your fists have a different weapon damage die or you have other unarmed attacks, use two of that die size instead)." + }, + { + "name": "Harness", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animal Caretaking Gear", + "bulk": "", + "url": "/Equipment.aspx?ID=1702", + "summary": "" + }, + { + "name": "Harpoon Bolt", + "trait": "Conjuration, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1589", + "summary": "This iron spike can be fitted into the barrel of a two-handed firearm that doesn't have the scatter property with an Interact action. The spike is attached to a 50-foot-long coil of rope held in a simple spool that can be attached to a weapon's barrel. The weight and awkward balance of the bolt and its spool reduce the range of the weapon by 10 feet when fired. A creature hit by a harpoon bolt takes normal damage from the shot and must succeed at a DC 18 Fortitude save. On a failure, the harpoon bolt becomes lodged in its body." + }, + { + "name": "Harrow Carrying Case", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=823", + "summary": "This elegant wooden case contains a recessed section to hold a simple or common harrow deck and a harrow mat. The case features a watertight seal to protect its contents from the elements and everyday wear and tear." + }, + { + "name": "Harrow Deck (Common)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=824", + "summary": "Used by gamblers and seers alike, this deck of cards comes in several varieties. Simple harrow decks are made from low-quality paper and typically have only an icon and a number to signify the suit and alignment. These simple decks are mostly used for games of chance, as the actual image and significance of the cards are irrelevant for such games. Common harrow decks are made from higher-quality paper and feature illustrations—harrow readers typically use these decks. Fine harrow decks are made from a variety of materials, such as high-quality paper, woods, bone, ivory, or metal." + }, + { + "name": "Harrow Deck (Fine)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=824", + "summary": "Used by gamblers and seers alike, this deck of cards comes in several varieties. Simple harrow decks are made from low-quality paper and typically have only an icon and a number to signify the suit and alignment. These simple decks are mostly used for games of chance, as the actual image and significance of the cards are irrelevant for such games. Common harrow decks are made from higher-quality paper and feature illustrations—harrow readers typically use these decks. Fine harrow decks are made from a variety of materials, such as high-quality paper, woods, bone, ivory, or metal." + }, + { + "name": "Harrow Deck (Simple)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=824", + "summary": "Used by gamblers and seers alike, this deck of cards comes in several varieties. Simple harrow decks are made from low-quality paper and typically have only an icon and a number to signify the suit and alignment. These simple decks are mostly used for games of chance, as the actual image and significance of the cards are irrelevant for such games. Common harrow decks are made from higher-quality paper and feature illustrations—harrow readers typically use these decks. Fine harrow decks are made from a variety of materials, such as high-quality paper, woods, bone, ivory, or metal." + }, + { + "name": "Harrow Mat", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=825", + "summary": "This leather mat bears intricate designs and symbols embossed into them to enhance the mystique of a harrow reading. The mat provides a +1 item bonus to Deception, Diplomacy, and relevant Lore checks (such as Fortune-Telling Lore or Harrow Lore) to convince a creature that a harrow reading was accurate." + }, + { + "name": "Harrow Spellcards", + "trait": "Grimoire, Magical, Uncommon", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2178", + "summary": "Crafted of sturdy paper, each card of this harrow deck showcases a beautiful watercolor illustration with space to inscribe a spell below. When shuffled, its cards seem to fly between one another of their own accord.", + "activation": "free-action] (concentrate, fortune); Frequency once per day; Trigger Your last action was to cast a spell prepared from this grimoire that has the detection, prediction, revelation, or scrying trait; Effect You draw forth a card to gain insight into future challenges you’ll face. Draw a card from a harrow deck or roll 1d6: 1 = hammers (Athletics), 2 = keys (Acrobatics), 3 = shields (Survival), 4 = books (any Recall Knowledge), 5 = stars (Religion), 6 = crowns (Diplomacy). The next time you attempt a check of the same type as your result, roll twice and take the better result, as the spirits of the harrow guide your actions. If not used by your next daily preparations, this benefit disappears." + }, + { + "name": "Hat of Many Minds", + "trait": "Conjuration, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1060", + "summary": "This pointy, brimmed hat made up of a rainbow patchwork of various materials seems to sit just a little lopsided on your head, no matter how you adjust it. You gain a +2 item bonus to checks to Earn Income.", + "activation": "three-actions] envision, Interact; Frequency once per day; Effect You tear off a patch of cloth to manifest it into a copy of yourself, dressed in the color and fabric of the patch. The copy follows your specific instructions and performs a single, straightforward task for up to 30 minutes. It takes the copy three times as long to complete the task as it would you, meaning it can perform a task that would take you a maximum of 10 minutes. It doesn't react quickly enough to be of any use during an encounter, and it can't use your spells or other special abilities—just basic actions and skill actions." + }, + { + "name": "Hauling", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1372", + "summary": "Hauling weapons are adept at moving creatures around the battlefield after a successful attack.", + "activation": "reaction] Command; Frequency once per hour; Trigger You succeed at an attack roll to Strike with a weapon with the hauling rune; Effect The target must succeed at a DC 20 Reflex save or be moved 5 feet in a direction you choose. This is forced movement." + }, + { + "name": "Hauling (Greater)", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1372", + "summary": "Hauling weapons are adept at moving creatures around the battlefield after a successful attack.", + "activation": "reaction] Command; Frequency once per hour; Trigger You succeed at an attack roll to Strike with a weapon with the hauling rune; Effect The target must succeed at a DC 20 Reflex save or be moved 5 feet in a direction you choose. This is forced movement." + }, + { + "name": "Headbands of Translocation", + "trait": "Invested, Magical, Teleportation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2336", + "summary": "Headbands of translocation are silk bands that come in pairs and usually feature a prominent symbol of a nation or team. If both wearers Invest their headbands at the same time and think of the same symbol while doing so, both headbands change to display that symbol until they are removed. If you both have invested your headbands, you can Aid each other without taking an action to prepare, and when you roll a critical failure when attempting to Aid an ally with a paired headband, you get a failure instead.", + "activation": "one-action] (manipulate); Frequency once per day; Effect You remove your headband, which teleports you to a space adjacent to the other Invested wearer's location, provided you are within 1 mile of each other." + }, + { + "name": "Headwrap of Wisdom", + "trait": "Apex, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3011", + "summary": "This simple scarf is designed for wrapping around the head and comes with a gemmed pin for decoration. When you invest the headwrap, you either increase your Wisdom modifier by 1 or increase it to +4, whichever would give you a higher value.", + "activation": "Reclaim Your Mind [reaction] (concentrate, fortune); Frequency once per hour; Trigger You fail a saving throw against an effect that makes you confused, fascinated, or stupefied ; Effect The headwrap of wisdom clears your mind. You can reroll the saving throw and use the better result." + }, + { + "name": "Healer's Gel (Greater)", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1007", + "summary": "An astringent aroma from rare succulent plants wafts off these soothing cloth patches. Adding this material component to a heal spell bestows additional temporary Hit Points to one target healed by the spell. These temporary Hit Points last for 1 minute.", + "activation": "Cast a Spell" + }, + { + "name": "Healer's Gel (Lesser)", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1007", + "summary": "An astringent aroma from rare succulent plants wafts off these soothing cloth patches. Adding this material component to a heal spell bestows additional temporary Hit Points to one target healed by the spell. These temporary Hit Points last for 1 minute.", + "activation": "Cast a Spell" + }, + { + "name": "Healer's Gel (Moderate)", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1007", + "summary": "An astringent aroma from rare succulent plants wafts off these soothing cloth patches. Adding this material component to a heal spell bestows additional temporary Hit Points to one target healed by the spell. These temporary Hit Points last for 1 minute.", + "activation": "Cast a Spell" + }, + { + "name": "Healer's Gloves", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3087", + "summary": "These clean, white gloves never show signs of blood, even after they're used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.", + "activation": "Healer's Touch [one-action] (manipulate); Frequency once per day; Effect You soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a healing vitality effect. You can't harm undead with this healing." + }, + { + "name": "Healer's Gloves (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3087", + "summary": "These clean, white gloves never show signs of blood, even after they're used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.", + "activation": "Healer's Touch [one-action] (manipulate); Frequency once per day; Effect You soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a healing vitality effect. You can't harm undead with this healing." + }, + { + "name": "Healer's Toolkit", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2727", + "summary": "This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's toolkit, you can draw and replace them as part of the action that uses them." + }, + { + "name": "Healer's Toolkit (Expanded)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2727", + "summary": "This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's toolkit, you can draw and replace them as part of the action that uses them." + }, + { + "name": "Healing Potion (Greater)", + "trait": "Consumable, Healing, Magical, Potion, Vitality", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2943", + "summary": "A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain the listed number of Hit Points.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Healing Potion (Lesser)", + "trait": "Consumable, Healing, Magical, Potion, Vitality", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2943", + "summary": "A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain the listed number of Hit Points.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Healing Potion (Major)", + "trait": "Consumable, Healing, Magical, Potion, Vitality", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2943", + "summary": "A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain the listed number of Hit Points.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Healing Potion (Minor)", + "trait": "Consumable, Healing, Magical, Potion, Vitality", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2943", + "summary": "A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain the listed number of Hit Points.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Healing Potion (Moderate)", + "trait": "Consumable, Healing, Magical, Potion, Vitality", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2943", + "summary": "A healing potion is a vial of a ruby-red liquid that imparts a tingling sensation as the drinker's wounds heal rapidly. When you drink a healing potion, you regain the listed number of Hit Points.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Healing Vapor (Greater)", + "trait": "Alchemical, Consumable, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1941", + "summary": "Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor's type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows.", + "activation": "three-actions] (manipulate)" + }, + { + "name": "Healing Vapor (Lesser)", + "trait": "Alchemical, Consumable, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1941", + "summary": "Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor's type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows.", + "activation": "three-actions] (manipulate)" + }, + { + "name": "Healing Vapor (Major)", + "trait": "Alchemical, Consumable, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1941", + "summary": "Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor's type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows.", + "activation": "three-actions] (manipulate)" + }, + { + "name": "Healing Vapor (Moderate)", + "trait": "Alchemical, Consumable, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1941", + "summary": "Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a 5-foot burst, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains a number of Hit Points based on the vapor's type. While affected, a creature also gains an item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows.", + "activation": "three-actions] (manipulate)" + }, + { + "name": "Hearing Aid", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2775", + "summary": "A hearing aid is worn in the ear and is made from carved wood, shaped metal, or even small clockwork pieces. The shape of the device aids those who are hard of hearing, and you can wear one or two depending on your hearing loss. You can attach or remove your hearing aids as an Interact action." + }, + { + "name": "Hearing Aid (Magical)", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2775", + "summary": "A hearing aid is worn in the ear and is made from carved wood, shaped metal, or even small clockwork pieces. The shape of the device aids those who are hard of hearing, and you can wear one or two depending on your hearing loss. You can attach or remove your hearing aids as an Interact action." + }, + { + "name": "Heart Bloodstone of Arazni", + "trait": "Artifact, Divine, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3783", + "summary": "The Heart Bloodstone of Arazni represents protection. While holding the Heart Bloodstone, you can feel the gentle rhythm of a beating heart within the jar.", + "activation": "Proclaim Resilence [two-actions] (concentrate); Frequency once per day; Requirements You worship Arazni or are favored by her; Effect You make a loud and clear proclamation of your resilience (such as “I will not fall to the hands of my enemies!”). You gain resistance to void damage equal to your level until the beginning of your next turn." + }, + { + "name": "Heartblood Ring", + "trait": "Consumable, Magical, Rare", + "item_category": "Blighted Boons", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2371", + "summary": "Sealed inside the hidden compartment of a gold ring, heartblood has an unmistakable coppery taste, along with a thick mouth feel. A whiff of the concoction is pleasantly stimulating.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Heartening Missive (Bull)", + "trait": "Consumable, Magical, Missive", + "item_category": "Consumables", + "item_subcategory": "Missive", + "bulk": "", + "url": "/Equipment.aspx?ID=2063", + "summary": "You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours. It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Heartening Missive (Butterfly)", + "trait": "Consumable, Magical, Missive", + "item_category": "Consumables", + "item_subcategory": "Missive", + "bulk": "", + "url": "/Equipment.aspx?ID=2063", + "summary": "You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours. It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Heartening Missive (Rabbit)", + "trait": "Consumable, Magical, Missive", + "item_category": "Consumables", + "item_subcategory": "Missive", + "bulk": "", + "url": "/Equipment.aspx?ID=2063", + "summary": "You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours. It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Heartening Missive (Turtle)", + "trait": "Consumable, Magical, Missive", + "item_category": "Consumables", + "item_subcategory": "Missive", + "bulk": "", + "url": "/Equipment.aspx?ID=2063", + "summary": "You compose a heartening missive by creating a short message or image intended to grant the recipient moral support. You must dedicate the missive to an individual creature you know and address it to their location (typically the settlement where you think they are). Once you finish composing the missive, it folds itself into the shape of an animal and Flies at a speed of 45 feet (about 15 miles per hour) toward the location for up to 24 hours. It alights near the recipient or in their hand. After Activating the missive, the recipient gets its benefit and becomes temporarily immune to all heartening missives for 24 hours.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Heartmoss", + "trait": "Healing, Magical, Spellheart, Uncommon", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3726", + "summary": "This burgundy moss grows in heart-shaped clumps and releases a pleasant, calming scent. The spell DC of any spell cast by Activating this item is 17. …", + "activation": "Cast a Spell; Frequency once per day; Effect You cast healing well." + }, + { + "name": "Heartstone", + "trait": "Abjuration, Invested, Occult", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=487", + "summary": "This gemstone grants its wearer a +2 item bonus to saving throws. Each heartstone is powered by the spirit of a specific night hag. If it’s …", + "activation": "one-action] command; Requirements You must be touching the heartstone; Effect The heartstone attempts to counteract one disease affecting you (counteract level 7, counteract modifier +23)." + }, + { + "name": "Heated Cloak", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1149", + "summary": "This fine cloak is lined with tiny tubes of slowly reacting alchemical reagents. These chemicals generate heat, which is circulated throughout the cloak by the wearer's movements. While active, the wearer is protected from severe cold. The cloak offers no protection from extreme or incredible cold. It operates for 24 hours and can be reset with a simple process that takes 1 minute." + }, + { + "name": "Heckling Tools", + "trait": "Cursed, Intelligent, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": " as tools of the normal type", + "url": "/Equipment.aspx?ID=2382", + "summary": "Tools that are severely misused or left in malevolent circumstances can develop malicious sapience, dedicated to critiquing those who use them. Such heckling tools are often born from implements useful to adventurers because such people are the likely to misuse tools or leave them in a corrupting situation. When you first set to using the tools, they fuse to you. Used for their intended purpose, the tools telepathically badger and disparage you, mocking your abilities and giving you ill-founded advice. You must succeed at a DC 19 Will save to realize this badgering comes from the tools and not your own negative thoughts. Instead of the tool's usual bonus, you take a –2 circumstance penalty to checks made using heckling tools. Once you realize the tools are cursed, you can suppress their negative effects, gaining their typical bonus for 24 hours if you succeed at a DC 17 Deception or Diplomacy check to placate them, often by offering obsequious, public admiration." + }, + { + "name": "Heedless Spurs", + "trait": "Abjuration, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=658", + "summary": "These wicked-looking spiked metal wheels fit around the ankles and jingle when the wearer walks, imposing a –1 item penalty on Stealth checks. If used as a weapon, they are treated as a spiked gauntlet.", + "activation": "one-action] Interact; Frequency once per 10 minutes; Requirements You are riding a mount; Effect You kick both spurs into your mount's flank. Your mount takes 2d6 persistent bleed damage and gains the quickened condition for 1 minute or until the persistent bleed damage ends, whichever comes first. It can use the extra action only to Stride." + }, + { + "name": "Helepolis", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=16", + "summary": "The helepolis uses both pushed propulsion and turned propulsion to turn a capstan. Turned propulsion uses the same rules as rowed propulsion. Pushed propulsion uses the same rules as pulled." + }, + { + "name": "Hell Staff", + "trait": "Magical, Staff, Uncommon, Unholy", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2253", + "summary": "A hell staff is a tall, pointed staff forged of red-tinted steel with Diabolic inscriptions that march neatly down its sides. At its top sits an inverted ruby pyramid divided into nine sections. Found mostly in Cheliax or other lands where diabolic influences hold sway, when used as a weapon the staff is a +3 greater striking flaming unholy staff. When you prepare this staff, if you’re holy, you become drained 1 until your next daily preparations. The staff’s summon lesser servitor spell can be used only to summon animals with the fiend trait, devils, or hell hounds (at 4th rank). Its summon fiend spell can summon only devils or hell hounds.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Hellfire Boots", + "trait": "Fire, Invested, Occult", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=3088", + "summary": "These heavy boots are made of blackened metal and always feel warm to the touch, with streams of glowing embers cascading off their heels. While wearing hellfire boots, you gain resistance 10 to fire damage.", + "activation": "Devil's Dance [two-actions] (manipulate); Frequency once per minute; Effect You Stride. Each square you move through during your Stride is scorched with hellish flames, becoming hazardous terrain for 1 minute. A creature that moves through one of these spaces takes 3d6 fire damage." + }, + { + "name": "Helm of Zeal", + "trait": "Divine, Focused, Invested", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3435", + "summary": "This elaborate helmet is emblazoned with the divine symbols of a deity chosen when the helmet was crafted. You gain a +2 item bonus to that deity's Divine Skill.", + "activation": "Divine Fervor [free-action] (concentrate); Frequency once per day; Trigger You've just used your champion's reaction; Effect You gain an additional reaction you can use only for your champion's reaction. You lose this reaction if you don't use it by the start of your next turn." + }, + { + "name": "Helm of Zeal (Greater)", + "trait": "Divine, Focused, Invested", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3435", + "summary": "This elaborate helmet is emblazoned with the divine symbols of a deity chosen when the helmet was crafted. You gain a +2 item bonus to that deity's Divine Skill.", + "activation": "Divine Fervor [free-action] (concentrate); Frequency once per day; Trigger You've just used your champion's reaction; Effect You gain an additional reaction you can use only for your champion's reaction. You lose this reaction if you don't use it by the start of your next turn." + }, + { + "name": "Hemlock", + "trait": "Alchemical, Consumable, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3337", + "summary": "Concentrated hemlock is a particularly deadly toxin that halts muscle action—including that of the victim's heart. Saving Throw DC 38 Fortitude; …", + "activation": "one-action] (manipulate)" + }, + { + "name": "Herald's Ring", + "trait": "Invested, Magical, Unique", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3633", + "summary": "Adorned with golden herald horns, this green ring both enhances a performer’s vocal projection and provides partial protection against sonic attacks. …", + "activation": "Reflect Sound [reaction] (concentrate); Frequency once per day; Trigger You take sonic damage from a spell or effect; Effect You use the herald’s ring to reflect a portion of the sonic damage back at its source by attempting to counteract the effect. The ring has a counteract modifier of +23." + }, + { + "name": "Herd Mask", + "trait": "Invested, Magical, Teleportation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2349", + "summary": "All herd masks are linked to at least one other herd mask and are usually sold in sets of multiple masks. Linked herd masks look like one another, with only the slightest of differences to tell them apart.", + "activation": "one-action] (concentrate); Frequency once per day; Effect You swap locations with another creature wearing a linked herd mask within 100 feet. If you and the creature you swapped with are disguised as each other, other creatures gain an immediate Perception check against the lower of your or the other wearer's Deception DCs to Impersonate each other. On a failure, they don't realize the swap occurred." + }, + { + "name": "Hexing Jar", + "trait": "Focused, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2324", + "summary": "Dangling from a simple cord, a hexing jar houses rich soil. When a witch who has invested the jar wears it overnight, a miniature thing grows from the soil. Your patron chooses the form, commonly including glowing mushrooms, venus flytraps, mandragora roots, or undead hands reaching up. The thing whispers secrets it learned from your patron, giving you a +2 item bonus to your patron skill.", + "activation": "reaction] (concentrate); Frequency once per hour; Trigger You roll a critical success on an attack roll with a witch spell, or your target rolls a critical failure on its saving throw against a witch spell or hex you cast; Effect The thing in the jar becomes more energetic—glowing, dancing, rapping on the glass, or some other action appropriate to its appearance. It encourages you until the start of your next turn, granting you and your familiar a +1 status bonus to AC and saving throws and a +2 status bonus against mental effects." + }, + { + "name": "Hexwise Banner", + "trait": "Aura, Magical, Rare", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3911", + "summary": "Multicolored threads are woven through this magical banner, causing it to appear purple in some light and green in others. The shimmering light offers hope and safety in the face of powerful magic wielders. You and allies within the banner’s aura gain resistance 5 to damage from spells; for spells that apply multiple instances of damage, such as force barrage, this applies only to the first instance of damage." + }, + { + "name": "Hidden Pocket Outfit", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3529", + "summary": "Usually worn by actors but also popular with anyone intent on subterfuge, this outfit resembles a normal piece of clothing, but with multiple pockets designed to conceal blood pack squibs and similar small items. When wearing this outfit, you automatically succeed on all relevant checks to Conceal an Object on your person as long as the object is of light or negligible Bulk. However, someone specifically searching you can still attempt a Perception check against your Stealth DC." + }, + { + "name": "High-Contrast Goggles", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3248", + "summary": "Made with a brightly colored leather strap, these goggles have a series of overlapping lenses in an array of colors spanning the spectrum of visible light. The effect of this is that every color is more vibrant and similar shades have higher contrast. This means that shapes of even similar colors tend to stand out more, allowing the wearer to see even camouflage easier." + }, + { + "name": "Highhelm Drill (Mark I)", + "trait": "Evocation, Force, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=2566", + "summary": "Not to be outdone by their cousins in Dongun Hold, the artificers of Highhelm have developed a handheld magical equivalent to their clockwork drilling constructs and vehicles. The device is still in the testing phases, but early versions have been released to fund more development. Appearing as an unassuming yellow box with two handles normally, when the command word is spoken, a spiraling drill made of force emerges from its top. An active Highhelm drill can be used as an improvised weapon, dealing damage on a Strike as though it had been used on a surface for one round with no additional damage from other sources.", + "activation": "two-actions] Interact; Frequency once per day; Effect The force drill appears and begins turning, dealing 5 force damage per round to any material against which you hold the drill. The drill ignores the first 4 Hardness of any material it damages. The drill remains active for 1 minute." + }, + { + "name": "Highhelm Drill (Mark II)", + "trait": "Evocation, Force, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=2566", + "summary": "Not to be outdone by their cousins in Dongun Hold, the artificers of Highhelm have developed a handheld magical equivalent to their clockwork drilling constructs and vehicles. The device is still in the testing phases, but early versions have been released to fund more development. Appearing as an unassuming yellow box with two handles normally, when the command word is spoken, a spiraling drill made of force emerges from its top. An active Highhelm drill can be used as an improvised weapon, dealing damage on a Strike as though it had been used on a surface for one round with no additional damage from other sources.", + "activation": "two-actions] Interact; Frequency once per day; Effect The force drill appears and begins turning, dealing 5 force damage per round to any material against which you hold the drill. The drill ignores the first 4 Hardness of any material it damages. The drill remains active for 1 minute." + }, + { + "name": "Highhelm Drill (Mark III)", + "trait": "Evocation, Force, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=2566", + "summary": "Not to be outdone by their cousins in Dongun Hold, the artificers of Highhelm have developed a handheld magical equivalent to their clockwork drilling constructs and vehicles. The device is still in the testing phases, but early versions have been released to fund more development. Appearing as an unassuming yellow box with two handles normally, when the command word is spoken, a spiraling drill made of force emerges from its top. An active Highhelm drill can be used as an improvised weapon, dealing damage on a Strike as though it had been used on a surface for one round with no additional damage from other sources.", + "activation": "two-actions] Interact; Frequency once per day; Effect The force drill appears and begins turning, dealing 5 force damage per round to any material against which you hold the drill. The drill ignores the first 4 Hardness of any material it damages. The drill remains active for 1 minute." + }, + { + "name": "Hillcross Glider", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=51", + "summary": "On festival days, the people of Hillcross celebrate by launching gliders from the top of the cliffs and riding updrafts through the ravine. Hillcross gliders are made of bone and stretched hide, tied together with sinew, and sealed with a glue made from animal fat." + }, + { + "name": "Hippogriff Feather", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3259", + "summary": "Tawny-colored hippogriff feathers can be up to 2 feet long. Used as a catalyst with a ghostly carrier spell, a single hippogriff feather grants the hand semicorporeal wings that increase the hand's maneuverability. The hand has a range of only 60 feet, but its increased agility grants it a +1 status bonus to its AC and Reflex saves.", + "activation": "Cast a Spell" + }, + { + "name": "Hippogriff in a Jar", + "trait": "Alchemical, Consumable, Expandable", + "item_category": "Alchemical Items", + "item_subcategory": "Bottled Monstrosities", + "bulk": "L", + "url": "/Equipment.aspx?ID=1949", + "summary": "This bottle contains a shrunken hippogriff. When opened, the contents reconstitute into a Large effigy of a hippogriff. The hippogriff waits up to 1 round and allows two creatures to mount it, then Flies up to 65 feet and waits 1 more round to give the mounted creatures time to dismount. Creatures who are still mounted on the hippogriff when it dissolves fall prone in the space where the hippogriff corpse ends its movement.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Hireling (Skilled)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Hirelings", + "bulk": "", + "url": "/Equipment.aspx?ID=67", + "summary": "PFS Note Pathfinder Society characters may not pay for hirelings as listed in the Core Rulebook. More capable hirelings are available via the Achievement Points system." + }, + { + "name": "Hireling (Unskilled)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Hirelings", + "bulk": "", + "url": "/Equipment.aspx?ID=67", + "summary": "PFS Note Pathfinder Society characters may not pay for hirelings as listed in the Core Rulebook. More capable hirelings are available via the Achievement Points system." + }, + { + "name": "Hive Mother Bottle", + "trait": "Alchemical, Consumable, Expandable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Bottled Monstrosities", + "bulk": "L", + "url": "/Equipment.aspx?ID=3231", + "summary": "This bottle is packed with dirt, though the shrunken corpse of an ankhrav hive mother is buried within. When you open the bottle, the effigy of a Huge ankhrav hive mother emerges, burrows up to 20 feet, and then erupts from the ground spraying acid, creating a 15-foot-by-15-foot pit that’s 10 feet deep. Creatures standing in this area take 6d6 acid damage and 1d6 persistent acid damage (DC 24 basic Reflex save). A success or critical success means the creature also leaps to safety, landing in the nearest space adjacent to the pit. A failure or critical failure means the creature falls into the pit. Climbing out of the pit requires a successful DC 22 Athletics check.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Hoax-Hunter's Kit", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1616", + "summary": "This wooden box unfolds into a stack of hinged trays holding calipers, magnifying lenses, acids and reagents, comparison sketches of species commonly mistaken for one another, and glass slides for specimen testing. When you use this kit to study accounts of a creature or what it left behind (such as spoor, tracks, or fur samples), you gain a +1 item bonus to Recall Knowledge about the creature or to Track the creature. In addition, if you fail to Recall Knowledge about the creature (but don't critically fail), you're able to eliminate at least one possibility of a common type of animal. For instance, you might be able to verify the creature isn't an owlbear, even if you get no further information." + }, + { + "name": "Hobbling Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3375", + "summary": "You rig vines, ropes, or wires to cinch tight around a creature that triggers this snare. The first creature to enter the square must attempt a DC 20 Reflex save." + }, + { + "name": "Hollowed Hilt", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1553", + "summary": "A hollowed hilt is a weapon modification that allows a pommel to be detached and its hilt meticulously hollowed out to create a small compartment without greatly affecting its balance. Often used by knight emissaries to hide important missives, this space can hold an object of light Bulk about the size of a scroll. A creature studying the weapon can find the hilt compartment with a successful DC 20 Perception check. Any weapon with an appropriate hilt or pommel can be converted into a hollowed one by paying the equipment's price." + }, + { + "name": "Holy", + "trait": "Holy, Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2842", + "summary": "A holy weapon commands powerful celestial energy. Strikes made with it gain the holy trait and deal an extra 1d4 spirit damage, or an extra 2d4 against an unholy target. If you are unholy, you are enfeebled 2 while carrying or wielding this weapon.", + "activation": "Holy Healing [reaction] concentrate, healing, vitality; Frequency once per day; Trigger You critically succeed at a Strike against an unholy creature with the weapon; Effect You regain HP equal to double the unholy creature's level" + }, + { + "name": "Holy Prayer Beads", + "trait": "Divine, Healing, Necromancy, Positive, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=256", + "summary": "This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while holding it. When you do, the prayer beads become attuned to your deity, changing their form and iconography to prominently incorporate your deity’s religious symbol and iconography. The beads don’t transform or function for an evil spellcaster.", + "activation": "Cast a Spell; Effect Cast bless or heal, each once per day." + }, + { + "name": "Holy Prayer Beads (Greater)", + "trait": "Divine, Healing, Necromancy, Positive, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=256", + "summary": "This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while holding it. When you do, the prayer beads become attuned to your deity, changing their form and iconography to prominently incorporate your deity’s religious symbol and iconography. The beads don’t transform or function for an evil spellcaster.", + "activation": "Cast a Spell; Effect Cast bless or heal, each once per day." + }, + { + "name": "Holy Steam Ball", + "trait": "Divine, Enchantment, Good, Mental, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1150", + "summary": "The holy steam ball is an odd-looking device that's nevertheless effective at reinforcing its user's mind against fiendish control. It's a hollow black-rubber ball with small, flexible twin tubes sticking out from its center. Sealed within the rubber ball is vapor made from a mixture of evaporated holy water and a special type of incense smoke. The tube's twin prongs are placed into the user's nostrils, after which the user squeezes the rubber ball to activate the device, forcing the vapor into the user's body through their nose. The holy power contained within the vapor strengthens the user's will against creatures that are weak to holy water, making it tougher for malevolent creatures to subvert the user's mind.", + "activation": "one-action] Interact; Requirements The holy steam ball is filled with evaporated holy water and incense smoke; Effect You release the stored steam and smoke to grant yourself its protections. Each use of the holy steam ball lasts for 1 hour and gives you a +2 item bonus to Will saving throws against possession effects from fiend and undead and effects from fiends and undead that cause the controlled condition." + }, + { + "name": "Holy Water", + "trait": "Consumable, Divine, Holy, Splash", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3001", + "summary": "This vial contains water blessed by a benevolent deity. You activate a vial of holy water by throwing it as a Strike. It's a simple thrown weapon with a range increment of 20 feet. Holy water deals 1d6 spirit damage and 1 spirit splash damage. Holy water can damage only creatures with the unholy trait.", + "activation": "one-action] Strike" + }, + { + "name": "Homeward Swallow", + "trait": "Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2209", + "summary": "This small tattoo of a swallow always points toward your home. The tattooing must take place at a location you consider to be your home, or the magic fails to bind with the ink. When you travel to your home using teleportation that can be off target, such as teleport or interplanar teleport, you arrive exactly at your home. If your home is destroyed or you come to believe a new place is your home, this tattoo fades from your skin.", + "activation": "one-action] (concentrate); Effect You sense the direction toward your home." + }, + { + "name": "Homeward Wayfinder", + "trait": "Conjuration, Evocation, Invested, Magical, Teleportation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=470", + "summary": "This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe.", + "activation": "minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space." + }, + { + "name": "Honeyscent", + "trait": "Alchemical, Consumable, Inhaled, Poison, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=784", + "summary": "This sweet-scented poison triggers vivid hallucinations in those who succumb to it, causing most to believe swarms of ravenous biting insects are feeding on them. So vivid are these hallucinations that the victims damage themselves by scratching and clawing at the imaginary swarm. At the GM's discretion, a creature incapable of clawing at itself might instead slam against solid objects, in which case the poison inflicts bludgeoning damage.", + "activation": "one-action] Interact" + }, + { + "name": "Hongrui's Gratitude", + "trait": "Invested, Magical, Unique", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2684", + "summary": "Given as thanks for honoring the memories of three unfortunate travelers who met a tragic end in the Willowshore Hinterlands, this red-hooded cloak is decorated with an image of an elaborately dressed performer whose two companions hold a lantern and umbrella for her.", + "activation": "three-actions] command, envision, Interact (abjuration); Frequency once per day; Requirements You don't have the lantern activation of this cloak active; Effect With a wave of the cloak to the right, you cause the image of the umbrella-holding companion on the cloak to vanish. An indestructible red wax paper umbrella appears above you and follows you, shielding you from weather effects, such as rain or bright sunlight. For 1 hour, while this umbrella is active, you gain a +1 item bonus to Survival checks. You can Activate the cloak again to dismiss the umbrella." + }, + { + "name": "Hoof Stakes Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1511", + "summary": "This snare consists of several narrow, sharpened stakes, each over a foot long, clustered together and pointing upward. The snare is patently obvious unless planted amid tall reeds or grasses or in someplace dark. Medium and smaller creatures can pass among the stakes easily; unlike most snares, the hoof stakes snare triggers only when a Large or larger creature enters its square. The snare deals 2d6 piercing damage to the triggering creature, which must attempt a DC 18 Reflex save." + }, + { + "name": "Hooked", + "trait": "Conjuration, Magical, Rare", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1755", + "summary": "A hooked weapon extends hooks when it's used to attack. A hooked weapon gains the trip trait. If a hooked weapon normally has the trip trait, you can attempt to Trip a foe as a reaction when you critically hit it with the hooked weapon." + }, + { + "name": "Hopeful", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1381", + "summary": "A weapon with a hopeful rune exudes positivity. On a critical hit with this weapon, you inspire your comrades, pushing them to fight harder and stand for your shared convictions. Allies within 30 feet that share at least one alignment component with you gain a +1 status bonus to attack rolls until the end of your next turn." + }, + { + "name": "Horn of Blasting", + "trait": "Evocation, Sonic", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=257", + "summary": "A horn of blasting is a bright brass trumpet. It can be played as an instrument, granting a +2 item bonus to your Performance check. ", + "activation": "two-actions] Interact; Frequency once per day; Effect You blow even louder to create an intense blast wave in a 30-foot cone that deals 8d6 sonic damage. Each creature attempts a DC 28 Fortitude save with the following effects" + }, + { + "name": "Horn of Exorcism", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3024", + "summary": "A horn of exorcism is an instrument made from an animal horn, or an object of the same shape from carved wood or ivory. ", + "activation": "Sacred Seeds [two-actions] (manipulate); Frequency once per day; Effect You fill the horn with sacred seeds and then scatter them around you with a twist of your wrist. The horn grants you and your allies in a 30-foot emanation the ghost touch property rune on all of your weapon and unarmed Strikes for 1 minute." + }, + { + "name": "Horn of Rust", + "trait": "Artifact, Chaotic, Evil, Invested, Magical, Transmutation, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2698", + "summary": "This rusted, coiled iron horn is sizable, appearing similar in shape to a ram's horn but measuring nearly 2 feet in diameter. Flakes of rust constantly fall from this item, and it leaves hands with a rusty red stain that lingers. While the Horn of Rust's power has diminished over the ages since Xar-Azmak's death, those who carry it are still subject to its palpable chaotic influences. If you aren't chaotic evil, you are enfeebled 1 while carrying or using the Horn of Rust, and if you're lawful or good, you are instead enfeebled 2 and stupefied 1. The longer a non-worshipper of Xar-Azmak carries the Horn of Rust, the greater the chances a vloriak or other demon (or group of demons) will seek them out to slay them and reclaim the artifact. The frequency of these attacks is left to the GM to determine, but they should occur no less frequently than once a month. These attacks should always be at least moderate encounters; if the PCs don't take them seriously, the attacks could eventually escalate into severe encounters.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You place the horn's bell against a diseased creature and then inhale into the mouthpiece rather than blow into it. The horn attempts to draw out the disease, casting a remove disease spell to your specification with a counteract modifier of +11. If the Horn of Rust succeeds at countering a disease, it gains a number of charges equal to half the disease's level (rounded down, minimum 1). If it critically fails, not only is the disease not countered, but you are exposed to the disease and must attempt a saving throw against it to resist contracting the affliction." + }, + { + "name": "Horn of the Aoyin", + "trait": "Cursed, Enchantment, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1636", + "summary": "This musical instrument is crafted from the horn of an aoyin—a large, cannibalistic beast whose form resembles an ox with a white body, four horns, and hair as coarse as straw—and carved with fell symbols. If the horn of the aoyin's owner doesn't use the instrument's activation on sapient creatures at least once a day, the horn of the aoyin activates at some point of its own choosing on the owner, and the owner critically fails with no saving throw.", + "activation": "two-actions] Interact (auditory, emotion, enchantment, incapacitation, magical, mental); Frequency once per hour; Requirements You're trained in Performance; Effect You blow the horn, creating a low growling sound. Creatures other than you within 60 feet must attempt a DC 30 Will save. Those who fail become overwhelmed with an animalistic rage and the urge to consume flesh for 1 round, or 1 minute on a critical failure. They indiscriminately attack the nearest target unaffected by the magic of the horn unless there are no such targets, at which point they set on each other. While affected, they gain a jaws unarmed attack that deals 1d8 piercing damage, deal an additional 2 damage with unarmed attacks, and lose the ability to use any weaponry. They also gain a +2 status bonus to saving throws against mental effects and pain, can detect bleeding creatures and open wounds as an imprecise sense with a range of 30 feet, and gain a +10- foot status bonus to their Speed. Lastly, they take a –1 penalty to AC and are unable to use concentrate actions other than Seeking. Creatures who critically succeed are temporarily immune for 24 hours." + }, + { + "name": "Horn of the Archon", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3938", + "summary": "Crafted by archons for mortal use, this trumpet is made of luminous gold and ivory, giving off a soft glow that warms the soul. This trumpet grants you a +2 item bonus to Performance checks while playing music with the instrument.", + "activation": "Archon's Note [one-action] (auditory, incapacitation, manipulate); Frequency once per day; Effect You blast a note on the horn so clear and pure that its grandeur stuns your enemies and inspires your allies. Allies in the area gain a +1 status bonus to attack rolls and saving throws for 1 round. Enemies within a 60-foot emanation must attempt a DC 35 Fortitude saving throw. They’re then temporarily immune for 1 day." + }, + { + "name": "Horn of the Sun Aurochs", + "trait": "Evocation, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1550", + "summary": "A horn of the sun aurochs grants a +2 item bonus to Performance checks when played as an instrument. ", + "activation": "two-actions] Interact; Frequency once per day; Effect The horn is clearly audible for hundreds of feet, but within a 20-foot emanation, the sound causes agony in those who wish harm upon the user; the horn also sheds bright light in that area and dim light to the next 20 feet. Enemies of the user in this area take 7d6 sonic damage and 7d6 good damage (basic DC 30 Fortitude save). Creatures that are specifically vulnerable to sunlight are also frightened 1 if they fail this save or frightened 2 on a critical failure. This activation also attempts to counteract any darkness or sleep effects in the area (+23 counteract check)." + }, + { + "name": "Horned Hand Rests", + "trait": "Companion, Evocation, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Companion Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=1365", + "summary": "These thick bull or ram horns fuse into the armrests of your legchair companion, giving it more aggressive options. Your animal companion can only invest this item if it is a legchair.", + "activation": "one-action] or [two-actions] envision; Frequency once per minute; Effect You trace your finger along the base of the ram horns, with an effect depending on how many actions you spent." + }, + { + "name": "Horned Hand Rests (Greater)", + "trait": "Companion, Evocation, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Companion Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=1365", + "summary": "The 1-action version of the activation deals 3d6 additional force damage and pushes the target 10 feet on a critical success. The 2-action version deals 6d6 force damage, and the Fortitude DC is 32.", + "activation": "one-action] or [two-actions] envision; Frequency once per minute; Effect You trace your finger along the base of the ram horns, with an effect depending on how many actions you spent." + }, + { + "name": "Horned Lion Amulet", + "trait": "Abjuration, Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2462", + "summary": "This small figurine of a horned lion sitting at attention is the size of a coin and carved from simple stone. The figurine can be fastened to a suit of armor as a charm or adornment. When you activate the amulet, the lion's eyes glow with flames, granting you fire resistance 10 against the triggering damage and a subsequent fire resistance 5 for 1 minute. If the triggering damage was due to persistent fire damage, you immediately attempt a DC 10 flat check to recover from the persistent damage. The DC remains at 10 until the persistent fire damage ends.", + "activation": "free-action] envision; Trigger You take fire damage." + }, + { + "name": "Horns of Naraga", + "trait": "Artifact, Invested, Magical, Necromancy, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=614", + "summary": "This imposing helm bears the horns of a powerful black dragon. While wearing the Horns of Naraga, you gain greater darkvision and immunity to acid. If you are undead, you gain resistance 40 to positive damage. If you are not undead, the helm quickly saps the life from you, dealing 10d6 negative damage to you every round. If you die from this damage, you rise as an undead of an equal level in 1d4 rounds.", + "activation": "three-actions] command; Frequency once per day; Effect The Horns of Naraga transform into Naraga, an ancient black dragon. Naraga appears in an adjacent appropriate space, and if no such space is available, she does not appear. Naraga follows your commands without question. She remains for up to 1 hour or until you use an Interact action to dismiss her, after which she reverts back to the helm. If Naraga is slain, she immediately reverts back to the helm and can’t be summoned for 1 week. You don’t receive any of the helm’s other benefits while it is transformed." + }, + { + "name": "Horrid Figurine", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2192", + "summary": "Carved in a putrid jade, the color of disease, this figurine is a bloated humanoid mass of writhing vermin and serpents, all rendered in disgusting detail. The creeping pattern is carved so they seem to move and contort the more one views the figurine. When activated, the effect is amplified to a disgusting or horrifying degree. The figurine can be activated twice per day. If you try to activate it a third time during a day, it dissolves into a puddle of non-magical, putrid glue, causing you to become sickened 3.", + "activation": "two-actions] (concentrate, manipulate); Effect Holding the figurine over your head and speaking a different command word causes those around to tremble in fear. Each creature in a 20-foot emanation must succeed at a DC 24 Will save or become frightened 3. You're immune to this effect." + }, + { + "name": "Horrific Effigy", + "trait": "Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3939", + "summary": "This blasphemous idol has the vague outline of a recumbent humanoid, but the more detail one perceives, the more its alien nature is revealed. The mere presence of the effigy causes disturbing dreams, and anyone who sleeps within 50 feet of the item must succeed at a DC 30 Will save or awaken fatigued.", + "activation": "Smothering Lassitude [two-actions] (concentrate, manipulate, visual); Frequency once per day; Effect You brandish the effigy aloft, exposing all who see it to its bizarre visage. You and all creatures within a 120-foot emanation must attempt a DC 34 Will save." + }, + { + "name": "Horse", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1682", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Hosteling Statuette", + "trait": "Companion, Invested, Primal, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Companion Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1325", + "summary": "This soapstone statuette resembles an unidentified lump with a vaguely animal shape, worn on a band or cord around the companion's neck. When your companion invests the item, the statuette changes to appear as a miniature carved soapstone version of the companion.", + "activation": "two-actions] envision, Interact; Requirements Your companion is in statuette form; Effect You call forth your companion from the statuette, causing it to unmerge and appear in an unoccupied space adjacent to you." + }, + { + "name": "Hot Air Balloon", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=59", + "summary": "Space 15 long, 15 feet wide, 50 feet high" + }, + { + "name": "Hourglass", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2728", + "summary": "" + }, + { + "name": "Hovering Potion", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2086", + "summary": "A foamy, cloudy liquid, hovering potion enables you to defy gravity for 5 minutes. By default, the potion causes you to float several inches off the ground. If you take a Stride action, you can move 10 feet up or down in the air. You can instead Climb at your full Speed or Stride to move along a horizontal surface at half your Speed. The GM determines which surfaces can be climbed or moved across this way. If you fall while this potion is in effect, you can use the Arrest a Fall reaction as if you had a fly Speed. If you have a fly Speed, you remain airborne at the end of your turn, even if you didn't use a Fly action this round.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Humbug Pocket", + "trait": "Invested, Occult", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3089", + "summary": "Fine silk lines this fashionable pocket, which is typically cinched to a belt or tailored into a piece of formal clothing. The pocket can hold no more than one item of light Bulk, plus incidental items of negligible Bulk. The pocket grants you a +2 item bonus to Society and to Stealth checks to Conceal an Object in the pocket.", + "activation": "Papers Please [one-action] (concentrate, manipulate); Frequency once per hour; Effect You create a temporary forgery by imagining the document you need and pulling it from the pocket. Attempt to Create a Forgery of the document you desire, with the GM rolling the secret check as normal. Its quality is based on your check, but the document disintegrates after 1 hour." + }, + { + "name": "Humbug Pocket (Greater)", + "trait": "Invested, Occult", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3089", + "summary": "Fine silk lines this fashionable pocket, which is typically cinched to a belt or tailored into a piece of formal clothing. The pocket can hold no more than one item of light Bulk, plus incidental items of negligible Bulk. The pocket grants you a +2 item bonus to Society and to Stealth checks to Conceal an Object in the pocket.", + "activation": "Papers Please [one-action] (concentrate, manipulate); Frequency once per hour; Effect You create a temporary forgery by imagining the document you need and pulling it from the pocket. Attempt to Create a Forgery of the document you desire, with the GM rolling the secret check as normal. Its quality is based on your check, but the document disintegrates after 1 hour." + }, + { + "name": "Hummingbird Wayfinder", + "trait": "Evocation, Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=470", + "summary": "This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe.", + "activation": "minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space." + }, + { + "name": "Hunger Oil", + "trait": "Consumable, Contact, Divine, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=829", + "summary": "Rendered from the fat of corporeal undead creatures and infused with ghoulish magic, this yellowish oil causes its victims to experience stabbing hunger pangs that only living flesh can abate. If you eat at least a mouthful of humanoid flesh, you ignore the enfeebled condition from hunger oil for 1 minute. While under the effect of hunger oil, you regain only half as many Hit Points from healing effects unless you've eaten at least a mouthful of humanoid flesh in the last minute.", + "activation": "one-action] Interact" + }, + { + "name": "Hungering Maw", + "trait": "Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2109", + "summary": "A shining onyx gemstone clutched in a pair of black steel jaws, this pendant is a potent defense against hostile spirits and other beings who commandeer the bodies of others. When you Activate it, you gain a +4 item bonus to your saving throw against the triggering effect. If your result prevents you from being possessed, the creature that attempted to possess you is subject to a DC 37 bind soul spell, which can trap it in the talisman as if it had recently died. The talisman's magic is exhausted after use, but a soul trapped this way remains imprisoned inside, as detailed in the spell description. Starting at the end of its next turn, the trapped creature gets a new save to end the effect at the end of each of its turns.", + "activation": "free-action] (concentrate); Trigger You attempt a saving throw against a possession effect; Requirements You are a master in Will saves." + }, + { + "name": "Hungry Lantern", + "trait": "Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3940", + "summary": "This lantern is made of weathered tin and is cold and moist to the touch. The interior of the lantern, where a wick or candle would normally be placed, is filled with thick, black smoke, and there’s no way to open the lantern.", + "activation": "Consuming Darkness [three-actions] (concentrate, darkness, death, manipulate, spirit); Frequency once per week; Effect Pure, impenetrable darkness flows out of the lantern like smoke and simply eats the light. A 60-foot emanation centered on the lantern is plunged into darkness for 1 minute. This darkness functions as a 4th-rank darkness spell. When the darkness is created, it deals 6d8 spirit damage (DC 30 basic Fortitude save) to all creatures within the area. Any creature reduced to 0 Hit Points from this damage is destroyed entirely, leaving behind only a shadow that will slowly fade over the course of a year." + }, + { + "name": "Hunter's Arrowhead", + "trait": "Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2343", + "summary": "A hunter's arrowhead is meant to be worn as a charm, such as a pendant, or carried in a pocket or quiver. The arrowhead is etched with images sacred to the elven god Ketephys. While you wear or carry the arrowhead, it infuses you with great skill at hunting, and you gain a +1 item bonus to Survival checks and attack rolls against any creature you've currently designated as your prey with Hunt Prey. A hunter's arrowhead is also a religious symbol of Ketephys.", + "activation": "reaction] (concentrate); Frequency once per day; Trigger You would miss with an attack made with a bow; Effect You gain a +2 circumstance bonus to your attack roll, possibly turning a miss into a hit." + }, + { + "name": "Hunter's Bane", + "trait": "Consumable, Detection, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=3408", + "summary": "This talisman is a ring of dried, interwoven pieces of straw. When you activate the hunter's bane, you sense the exact location of the attacker. It becomes observed by you if it was hidden from you or becomes hidden from you if it was undetected. If the attacker is behind lead, the hunter's bane has no effect.", + "activation": "concentrate); Trigger A hidden or undetected enemy hits you with an attack; Requirements You're trained in Survivial." + }, + { + "name": "Hunter's Brooch", + "trait": "Divine, Invested, Positive, Transmutation, Unique", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=923", + "summary": "While wearing this silver religious symbol of Erastil , you can cast the disrupt undead cantrip as an innate divine spell. ", + "activation": "three-actions] command, Interact; Frequency once per day; Effect By touching a weapon you wield to the symbol and uttering a plea for Erastil's steadying hand, you grant that weapon the deadly d12 trait. Against undead, the weapon instead gains the fatal d12 trait. This blessing lasts for 1 minute, until you score a critical hit with the weapon, or until you aren't wielding the weapon." + }, + { + "name": "Hunter's Dawn", + "trait": "Arcane, Artifact, Enchantment, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=674", + "summary": "Hunter's Dawn is a +3 greater striking speed ghost touch club. However, the notched head of the weapon marks it as an atlatl, an ancient tool used for throwing darts and javelins. You can use Hunter's Dawn with a mundane dart or javelin like you would use a bow with an arrow; when you do so, the range of the dart or javelin is doubled, and the dart or javelin uses Hunter's Dawn to determine its attack modifier and damage dice.", + "activation": "one-action] Interact; Frequency three times per day; Effect You shave a curl of wood from Hunter's Dawn and create a roaring fire within 15 feet. You can choose one of the following shapes for the fire to take: a 10-foot square, a 20-foot line, or a 15-foot cone. Each creature in the affected squares take 6d6 fire damage (DC 46 basic Reflex save)." + }, + { + "name": "Hunter's Hagbook", + "trait": "Fortune, Grimoire, Magical, Unique", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1709", + "summary": "This magical book has its official title, The Grimoire of Lady Jayne Cutter, written on an inside page in illuminated letters. Among occultists and other scholars, it's known by its colloquial name: the Hunter's Hagbook. The book is a grimoire created and used by a legendary Varisian monster hunter. The Hunter's Hagbook can hold 100 spells but the following spells are always present in the book, can't be removed from it, and count against the total: blind eye, blood duplicate, caster's imposition, hag's fruit, ritual obstruction, web of influence" + }, + { + "name": "Hydra Mutagen", + "trait": "Alchemical, Consumable, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3235", + "summary": "You sprout a second head, increasing your awareness, intuition, and cognitive ability but also causing your physical capabilities to be impaired as both minds struggle to control a single body.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Hype", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=781", + "summary": "A synthetic adrenaline supplement that increases awareness and reaction time. Saving Throw DC 25 Fortitude; Maximum Duration 1 minute; Stage 1 …", + "activation": "one-action] Interact" + }, + { + "name": "Ice Boat", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=111", + "summary": "In addition to sailing across open water, this vessel can also travel at high speeds over frozen rivers, lakes, oceans, and fjords." + }, + { + "name": "Ice Breaker", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=110", + "summary": "Colder oceans are often beset with heavy layers of sea ice, providing some kingdoms natural barriers to sea-based assaults and bombardments. To counter this, as well as to resupply troops in these areas, engineers designed massive steam-powered ice breakers. Powered by a dozen steam boilers lit with arcane flames, these ships can make their way through heavy ice fields that would crush most vessels, leaving an open channel behind them for other ships to follow." + }, + { + "name": "Ice Forge", + "trait": "Conjuration, Magical, Rare, Structure", + "item_category": "Structures", + "item_subcategory": "", + "bulk": "L when not activated", + "url": "/Equipment.aspx?ID=2420", + "summary": "While many of the magical wonders created by saumen kar have been destroyed, ice forges, while rare, still see use today among the few individuals who manage to discover and keep one of these portable treasures. When an ice forge isn't activated, it appears to be a small anvil carved from a lump of ice no larger than an apple. While in this state, the ice forge remains cold to the touch but doesn't melt in the presence of high temperatures. It can be used to chill a beverage in a small container, although those who venerate and respect these items' legacy would doubtless find this use to be insulting at best.", + "activation": "minute (envision, Interact); Requirements The ice forge is in forge form; Effect The ice forge casts creation (heightened to 5th level) to your specifications." + }, + { + "name": "Ice Slick Snare", + "trait": "Cold, Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1471", + "summary": "Using a moderate frost vial as a catalyst, this snare spills out over the ground when triggered to create a slippery patch of ice on the ground. When a creature triggers this snare, it takes 2d6 cold damage and must attempt a DC 22 Reflex saving throw." + }, + { + "name": "Ichthyosis Mutagen", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=928", + "summary": "After you drink this mutagen, your skin continually renews itself, thickening into large, scaly patches. Benefit For 1 minute, you gain fast …", + "activation": "one-action] Interact" + }, + { + "name": "Icy Disposition", + "trait": "Abjuration, Contract, Invested, Magical, Rare", + "item_category": "Contracts", + "item_subcategory": "Infernal Contracts", + "bulk": "", + "url": "/Equipment.aspx?ID=934", + "summary": "Your flesh looks no different, but is cold to the touch. Benefit You gain cold resistance equal to your level and a +1 status bonus to saving …" + }, + { + "name": "Ignitor", + "trait": "Clockwork", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1151", + "summary": "An ignitor uses interlocking clockwork to create a small spark in order to ignite flammable materials. While holding the ignitor, you can Interact with it to ignite a flammable object within reach." + }, + { + "name": "Illuminated Folio", + "trait": "Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2179", + "summary": "The pages of this part-spellbook, part-bestiary are illustrated with all manner of creatures, magical and mundane. The illustrations shift and move around the page when examined.", + "activation": "one-action] (concentrate, spellshape); Effect If your next action is to cast a summon spell prepared from this grimoire, you summon creatures from the illuminated folio rather than their usual source. These summoned creatures appear as living illustrations, granting them resistance to physical damage equal to half their level and weakness 5 to fire and to any ability with the water trait. They can also fold themselves up to pass through spaces only an inch or so wide as part of their movement." + }, + { + "name": "Illusory Backdrop", + "trait": "Illusion, Magical, Rare, Structure", + "item_category": "Structures", + "item_subcategory": "", + "bulk": "3 when not activated", + "url": "/Equipment.aspx?ID=3530", + "summary": "This three-panel folding backdrop measures 5 feet tall and 3 feet wide and takes 2 hands to carry when folded up. It projects a preset illusion when fully unfolded. Illusory backdrops are typically used by artists, bards, gallery owners, and the occasional politician, and common illusions include the tops of battlements with grand castles in the background, cozy bowers, and well-appointed rooms.", + "activation": "Set the Scene 1 minute (manipulate); Effect You unfold the illusory backdrop, placing it on the edge of three contiguous 5-foot squares in a straight line. The illusion then emanates in a 15-foot cone from the center of the line, facing straight away from the panel. The illusion contains a scene that includes up to 5 discrete objects (usually foliage or pieces of furniture). The scene is static and lasts for 1 hour, though that duration restarts if the backdrop is refolded and then unfolded again. The appearance of the illusion is determined when the illusory backdrop is crafted and can’t be changed." + }, + { + "name": "Illusory Program", + "trait": "Consumable, Illusion, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3524", + "summary": "Produced to promote plays, illusory programs are thin pamphlets infused with minor magic. Upon opening one of these pamphlets, readers are treated to a series of tiny illusions that stand on each page, typically showcasing highlights of the performance or profiles of the cast. The magic woven into each page is of the cheap, short-lived variety, fading 24 hours after the program has been opened." + }, + { + "name": "Immaculate Holsters", + "trait": "Conjuration, Invested, Magical, Uncommon", + "item_category": "Customizations", + "item_subcategory": "Holsters", + "bulk": "L", + "url": "/Equipment.aspx?ID=1210", + "summary": "This pristine leather belt is made of treated and polished black leather with silver fittings; it features a pair of matching leather holsters that can each fit a one-handed firearm or hand crossbow.", + "activation": "three-actions] envision; Frequency once per day; Effect Up to two firearms currently holstered in the immaculate holsters are instantly cleaned and oiled, protecting them from accidental misfires (though not misfires caused as a result of using a feat or ability). The holstered weapons are also reloaded with non-magical 0-level ammunition appropriate to a weapon of their type; if a firearm has multiple chambers, such as a slide pistol, each empty chamber is loaded. Immaculate holsters can't reload the cartridge of a repeating weapon." + }, + { + "name": "Immaculate Instrument", + "trait": "Artifact, Divine, Mythic, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3514", + "summary": "This object, made of silver light, takes the form of a small musical instrument, prop, or other tool associated with a specific art form. The holder of the immaculate instrument never suffers from creative blocks of any kind and their work is always insightful and skilled. A character who uses the immaculate instrument to Perform or Craft can attempt the check at mythic proficiency once per month, and as long as they possess their immaculate instrument, they treat any critical failures with these skills as failures." + }, + { + "name": "Immolation Clan Pistol", + "trait": "Cursed, Evocation, Fire, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1175", + "summary": "This charred and blackened +2 striking clan pistol is coated in a thick layer of soot and grease and its retort sounds uncomfortably like a scream. Clearly at dangerous risk of misfire, this weapon claimed the life of its dwarven crafter shortly after completion and is haunted by that pained spirit. This ever-burning spirit keeps the firearm warm to the touch, regardless of surrounding environment.", + "activation": "command, Interact; Frequency once per day; Effect You allow yourself to become partially possessed by the immolated spirit bound to the clan pistol. For 1 minute, you look like a flaming corpse. During this time, you gain a +2 status bonus to Intimidation checks and the immolation clan pistol becomes a +2 striking flaming clan pistol." + }, + { + "name": "Immovable", + "trait": "Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1832", + "summary": "This rune utilizes magical principles to manipulate gravity and turn you into an immovable object. ", + "activation": "one-action] (manipulate); Frequency once per day; Effect Your armor anchors you in place, even defying gravity, rendering you immobilized until you Dismiss the Activation. while you're immobilized in this way, you can be moved only if a creature succeeds at a DC 40 Athletics check to Force Open your armor. You can also be moved if 8,000 pounds of pressure are placed upon you, though this is likely fatal." + }, + { + "name": "Immovable Arm", + "trait": "Magical, Transmutation", + "item_category": "Assistive Items", + "item_subcategory": "Prostheses", + "bulk": "1", + "url": "/Equipment.aspx?ID=1368", + "summary": "The flat iron bar of an immovable rod has been worked into the core frame of this prosthetic arm, a small button discreetly placed at the heel of …", + "activation": "one-action] Interact; Effect You curl your fingers inward to press the button on the heel of your hand, anchoring your prosthetic arm in place. Your arm no longer moves, defying gravity if necessary. You can still move the fingers of this hand and your elbow, shoulder, and rest of your body while the magic is in effect, but you can't move your wrist. If you press the button again, the rod inside your arm is deactivated, ending the magic that anchors it in place. While anchored, the arm can be moved only if 8,000 pounds of pressure is placed upon it or if a creature succeeds at a DC 40 Athletics check to Force Open your arm. A creature can notice the button hidden in the hand of the prosthesis with a successful DC 25 Perception check to Seek." + }, + { + "name": "Immovable Potion", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2087", + "summary": "When you drink the thick, slate-colored immovable potion, you become anchored in place, even defying gravity, rendering you immobilized for 1 minute or until you Dismiss the activation. While you are immobilized this way, the DC to move you from your place, including knocking you prone, is 40.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Immovable Rod", + "trait": "Magical, Transmutation", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=259", + "summary": "This flat iron bar is almost completely nondescript, except for one small button appearing on its surface. ", + "activation": "one-action] Interact; Effect You push the button to anchor the rod in place. It doesn’t move, defying gravity if need be. If the button is pushed again, the rod deactivates, ending the anchoring magic. While anchored, the rod can be moved only if 8,000 pounds of pressure are applied to it or if a creature uses Athletics to Force Open the rod with a DC of 40 (though most intelligent creatures can just push the button to release the rod)." + }, + { + "name": "Immovable Tripod", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Customizations", + "item_subcategory": "Stabilizers", + "bulk": "1", + "url": "/Equipment.aspx?ID=1218", + "summary": "This copper tripod with an immovable rod at its core is a perfect example of engineering ingenuity applied to magic items, adapting the eccentric …", + "activation": "one-action] Interact; Effect You deploy the tripod and press a button to lock it into place via the immovable rod, allowing you to deploy the tripod in midair, underwater, or anywhere else where you don't have a solid horizontal surface available. If you Activate the tripod by pushing the button again, you release and retrieve the tripod. While anchored, the tripod can be moved only if 8,000 pounds of pressure are applied to it or if a creature uses Athletics to Force Open the tripod with a DC of 40 (though most intelligent creatures can just push the button to release the tripod)." + }, + { + "name": "Imp Shot", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2052", + "summary": "This black-and-red ammunition contains an egg-shaped capsule. When an activated imp shot hits, the capsule cracks open and releases a manifestation that resembles a Tiny imp that can't act in any way or provide benefits outside those described here. If the Strike misses the target, the imp appears, makes a rude gesture at you, and vanishes in a puff of sulfuric smoke. On a hit, though, the imp harries the target for up to 1 minute, remaining in the target's space, slapping, nipping, hurling insults, and moving with the target as it moves. A creature harried by the imp is flat-footed and takes a –2 circumstance penalty to attack rolls and skill checks. At the start of your turn on each round while the imp is active, you must attempt a DC 11 flat check. On a failure, the imp makes a final vulgar gesture at the target and vanishes in a cloud of brimstone.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Impact Foam Chassis (Greater)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1115", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "see below" + }, + { + "name": "Impact Foam Chassis (Lesser)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1115", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "see below" + }, + { + "name": "Impact Foam Chassis (Major)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1115", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "see below" + }, + { + "name": "Impact Foam Chassis (Moderate)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1115", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "see below" + }, + { + "name": "Impactful", + "trait": "Evocation, Force, Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1062", + "summary": "This rune thrums with pure magical energy. Weapons with the rune deal an additional 1d6 force damage on a successful Strike. On a critical hit, you can choose to force the target to succeed at a DC 27 Fortitude save or be pushed 5 feet away from you." + }, + { + "name": "Impactful (Greater)", + "trait": "Evocation, Force, Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1062", + "summary": "This rune thrums with pure magical energy. Weapons with the rune deal an additional 1d6 force damage on a successful Strike. On a critical hit, you can choose to force the target to succeed at a DC 27 Fortitude save or be pushed 5 feet away from you." + }, + { + "name": "Implacable", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1373", + "summary": "This substantial rune makes you difficult to hold back. Whenever you are affected by an effect that lasts until you Escape (for instance, from the Grapple action or a tanglefoot bag), you become quickened. You can use the extra action each round only to Step or Escape." + }, + { + "name": "Implosion Dust (Greater)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1942", + "summary": "Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It's effective at weakening water elementals, air elementals, ooze, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Implosion Dust (Lesser)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1942", + "summary": "Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It's effective at weakening water elementals, air elementals, ooze, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Implosion Dust (Moderate)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1942", + "summary": "Sealed in a packet so it can be released in a pressurized puff, implosion dust causes amorphous creatures to compress and shrink by hardening and even evaporating the liquid components of their physical forms. It's effective at weakening water elementals, air elementals, ooze, and other creatures the GM determines are similarly amorphous, which can even include particularly gelatinous aberrations. You release the dust toward one creature within 5 feet of you, which must attempt a Fortitude saving throw. The target must repeat the saving throw at the end of each of its turns. Implosion dust functions for up to 6 rounds. It then becomes inert, and the creature returns to its normal size.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Impossible", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1868", + "summary": "This rune makes a weapon capable of impossible offense and defense. The etched weapon is immune to dispel magic and similar effects that could counteract its magic. If it's a ranged weapon or thrown weapon, its range increment is doubled.", + "activation": "two-actions] (concentrate, teleportation); Frequency once per hour; Effect You and the weapon flash to a perfect attacking position, then return to where you started. Make a Strike with the etched weapon against one creature you can see, even if the target is beyond the weapon's reach or range. On this Strike, ignore any circumstance penalty, status penalty, and range increment penalty." + }, + { + "name": "Impossible Cake", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1312", + "summary": "This sleight-of-hand for the taste buds is flavored with absinthe and honey and always resembles something completely unlike a cake, from a pile of armor to a bowl of soup. Eating the cake gives you the confidence to make the impossible seem possible: for 10 minutes after the meal, you gain a +2 item bonus to your Deception checks to Impersonate, as well as to Lie to convince others that you possess knowledge about the type of item that the cake resembles.", + "activation": "one-action] Interact" + }, + { + "name": "Impossible Cake (Greater)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1312", + "summary": "PFS Note “Type of item” refers to a broad category of items such as books, spells, etc, not a specific object.", + "activation": "one-action] Interact" + }, + { + "name": "Impossible Cake (Major)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1312", + "summary": "PFS Note “Type of item” refers to a broad category of items such as books, spells, etc, not a specific object.", + "activation": "one-action] Interact" + }, + { + "name": "Impulse Control", + "trait": "Divination, Magical", + "item_category": "Assistive Items", + "item_subcategory": "Mobility Devices", + "bulk": "", + "url": "/Equipment.aspx?ID=1361", + "summary": "The magical impulse control upgrade attaches the wheelchair to your fingers or nerve impulses, making it accessible for those with mobility restrictions or other health conditions You still can't move the wheelchair if you're physically or magically prevented from doing so, such as by being grabbed or magically paralyzed." + }, + { + "name": "In the Shadows of Toil", + "trait": "Grimoire, Magical, Necromancy, Unique", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1731", + "summary": "In the Shadows of Toil was originally an incomplete copy of a journal kept by the dwarven adventurer Druingar the Glintaxe. Drazmorg made extensive use of the book's wide margins and several dozen blank pages left in the back to serve as a spellbook. Over the years, he further enhanced his copy to transform it into a grimoire (see here full rules on grimoires). A character who reads Necril can learn about Drazmorg's history, his discovery of the Third Seal, and his hopes to absorb all of its power before seeking out the Whispering Way to lead them on a new crusade to hunt down the next two seals, destroy them, and bring back the Whispering Tyrant. Beyond these frightening notes, the grimoire also contains copies of all the spells Drazmorg has prepared and those needed to recharge his staff; feel free to add more spells to this list if you wish.", + "activation": "one-action] envision (metamagic); Frequency once per day; Effect If your next action is to cast a necromancy spell that you prepared from this grimoire and that allows a saving throw, you infuse the magic with sensations of endless toil. If the target fails its saving throw against the spell, it becomes fatigued for 1 minute by the sense of exhaustion imbued in the magic." + }, + { + "name": "Incense of Distilled Death", + "trait": "Consumable, Magical, Void", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3414", + "summary": "This black incense smells of fresh earth and ash. You activate the incense by lighting it, whereupon it fills a 10-foot emanation with oily smoke and potent void energy. Undead creatures gain fast healing 4 while in the area; though this healing comes from void energy, it doesn't negatively impact living creatures. Once lit, the incense burns for 1 minute, and it can't be extinguished.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Indomitable Keepsake", + "trait": "Abjuration, Consumable, Fortune, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1230", + "summary": "This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you activate it, it slows the attack, and you reduce the damage from the triggering critical hit by 10, as the attack destroys the talisman. This effect only reduces the additional damage from a critical hit; it can't reduce the damage below the amount it would deal on a normal hit.", + "activation": "free-action] envision; Trigger You're critically hit by a firearm attack." + }, + { + "name": "Indomitable Keepsake (Greater)", + "trait": "Abjuration, Consumable, Fortune, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1230", + "summary": "This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you activate it, it slows the attack, and you reduce the damage from the triggering critical hit by 10, as the attack destroys the talisman. This effect only reduces the additional damage from a critical hit; it can't reduce the damage below the amount it would deal on a normal hit.", + "activation": "free-action] envision; Trigger You're critically hit by a firearm attack." + }, + { + "name": "Indomitable Keepsake (Major)", + "trait": "Abjuration, Consumable, Fortune, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1230", + "summary": "This talisman usually takes the form of a small sentimental object carried in a pocket or attached to the inside of a piece of armor. When you activate it, it slows the attack, and you reduce the damage from the triggering critical hit by 10, as the attack destroys the talisman. This effect only reduces the additional damage from a critical hit; it can't reduce the damage below the amount it would deal on a normal hit.", + "activation": "free-action] envision; Trigger You're critically hit by a firearm attack." + }, + { + "name": "Inexplicable Apparatus", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "2", + "url": "/Equipment.aspx?ID=3090", + "summary": "This strange and intricate harness fits snugly to the torso. Once you invest the apparatus, numerous artificial limbs with various tools, clamps, and lenses whirl into action, following your mental commands effortlessly.", + "activation": "Inexplicable Patch [three-actions] (concentrate, manipulate); Frequency once per day; Effect You command the apparatus to magically jury-rig an item you hold or that's within 5 feet of you. The item is repaired, as a 3rd-rank mending spell. This lasts for 10 minutes, after which the item returns to its previous state of disrepair unless you've Repaired it before then." + }, + { + "name": "Infernal Health", + "trait": "Contract, Healing, Invested, Magical, Rare", + "item_category": "Contracts", + "item_subcategory": "Thrune Contracts", + "bulk": "", + "url": "/Equipment.aspx?ID=761", + "summary": "You regain triple the normal number of Hit Points when resting (meaning you regain triple your Constitution modifier multiplied by your level). The healing you gain from long-term rest is similarly tripled. Once per day, from any distance, Abrogail Thrune II can recite a voidability clause in your Thrune contract as a 1-minute activity to prevent you from regaining Hit Points from resting for 1 day.", + "activation": "two-actions] command; Frequency once per day; Effect You recite a subclause regarding mandatory remediation from your Thrune contract. For 6 rounds, at the start of your turn each round, you recover 25 Hit Points unless you took good damage since the start of your previous turn." + }, + { + "name": "Infesting Shot", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Siege Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3872", + "summary": "This stone is riddled with holes and cracks large enough to allow insects or other small vermin to pass through. After it’s Launched, two army ant swarms crawl out of the stone into spaces adjacent to the stone. The swarms are agitated and attack the closest non-ant creatures." + }, + { + "name": "Infiltrator's Elixir", + "trait": "Alchemical, Consumable, Elixir, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=93", + "summary": "Favored by spies and tricksters, an infiltrator’s elixir is used to alter your appearance. When imbibed, you take the shape of a humanoid creature of your size, but different enough so you might be unrecognizable. If you aren’t a humanoid, you might take on a form more similar to your own, at the GM’s discretion.", + "activation": "one-action] Interact" + }, + { + "name": "Infused Stone", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1777", + "summary": "" + }, + { + "name": "Injection Reservoir", + "trait": "Adjustment, Alchemical", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "L", + "url": "/Equipment.aspx?ID=1977", + "summary": "This reservoir and spring-loaded needle can be attached to a weapon to let it inject deadly poisons. Additionally, the reservoir can be filled with an injury poison. Immediately after a successful attack with the adjusted weapon, you can inject the target with the loaded poison by activating the reservoir with an Interact action. Refilling the reservoir with a new poison requires 3 Interact actions and uses both hands." + }, + { + "name": "Injigo's Loving Embrace", + "trait": "Magical, Transmutation, Unique", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3147", + "summary": "This net was woven by the jorogumo Injigo, who presented it as a gift to her gnome sweetheart, Mara, to keep her safe in their mountain cottage when Injigo left on hunting expeditions.", + "activation": "minutes (envision, Interact); Frequency once per week; Effect You wrap the net around you like a blanket as you prepare to sleep. As long as you get 8 hours of sleep or analogous rest, you dream of writing love letters to someone you adore: this could be an actual paramour, someone you're interested in, or someone unknown whose identity you don't recall after waking. When you wake, you're filled with a sense of melancholia about those unsent letters, but these feelings distract you from other, more unpleasant thoughts, granting you resistance 5 to mental damage and a +1 item bonus to saving throws against mental effects for the next 8 hours." + }, + { + "name": "Inquisitive Quill", + "trait": "Intelligent, Magical, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2396", + "summary": "A colorful feather adorns an inquisitive quill , which never runs out of ink. Essentially a Tiny construct, an inquisitive quill can stand on its …" + }, + { + "name": "Insight Coffee (Greater)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1920", + "summary": "A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation. For 1 hour after you drink an insight coffee, you use d8s instead of d6s for your extra damage from the strategic strike class feature, if you have it. You also gain an item bonus to checks to Recall Knowledge with a skill determined by the blend chosen when the item is crafted.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Insight Coffee (Lesser)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1920", + "summary": "A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation. For 1 hour after you drink an insight coffee, you use d8s instead of d6s for your extra damage from the strategic strike class feature, if you have it. You also gain an item bonus to checks to Recall Knowledge with a skill determined by the blend chosen when the item is crafted.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Insight Coffee (Moderate)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1920", + "summary": "A popular choice for investigators studying alchemy, insight coffee is infused with alchemical flavoring during percolation. For 1 hour after you drink an insight coffee, you use d8s instead of d6s for your extra damage from the strategic strike class feature, if you have it. You also gain an item bonus to checks to Recall Knowledge with a skill determined by the blend chosen when the item is crafted.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Insistent Door Knocker", + "trait": "Conjuration, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=511", + "summary": "This dark iron door knocker comes in a variety of shapes, such as a bird clutching a ring in its talons or a gargoyle holding a ring in its mouth. Placing the door knocker on the surface of a door (an Interact action) causes it to attach and remain in place. While in place, the door knocker whispers hints to you while you attempt to unlock the door, granting a +1 item bonus to Thievery checks to Pick a Lock. Removing the door knocker from a surface requires you to use an Interact action.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect You place the door knocker against a wall, floor, or ceiling. The door knocker fuses in place and creates a usable door within the surface. Any creature can move through the door normally, as if the door had always been there. The door can penetrate up to 1 foot of material, so thick material, such as heavy stone walls, can cause this effect to fail, expending its use for the day. A thin layer of metal in a wall, floor, or ceiling also causes the effect to fail. You can use an Interact action to release the door knocker from the surface and return the surface to its previous shape." + }, + { + "name": "Insistent Door Knocker (Greater)", + "trait": "Conjuration, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=511", + "summary": "This dark iron door knocker comes in a variety of shapes, such as a bird clutching a ring in its talons or a gargoyle holding a ring in its mouth. Placing the door knocker on the surface of a door (an Interact action) causes it to attach and remain in place. While in place, the door knocker whispers hints to you while you attempt to unlock the door, granting a +1 item bonus to Thievery checks to Pick a Lock. Removing the door knocker from a surface requires you to use an Interact action.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect You place the door knocker against a wall, floor, or ceiling. The door knocker fuses in place and creates a usable door within the surface. Any creature can move through the door normally, as if the door had always been there. The door can penetrate up to 1 foot of material, so thick material, such as heavy stone walls, can cause this effect to fail, expending its use for the day. A thin layer of metal in a wall, floor, or ceiling also causes the effect to fail. You can use an Interact action to release the door knocker from the surface and return the surface to its previous shape." + }, + { + "name": "Insistent Door Knocker (Major)", + "trait": "Conjuration, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=511", + "summary": "This dark iron door knocker comes in a variety of shapes, such as a bird clutching a ring in its talons or a gargoyle holding a ring in its mouth. Placing the door knocker on the surface of a door (an Interact action) causes it to attach and remain in place. While in place, the door knocker whispers hints to you while you attempt to unlock the door, granting a +1 item bonus to Thievery checks to Pick a Lock. Removing the door knocker from a surface requires you to use an Interact action.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect You place the door knocker against a wall, floor, or ceiling. The door knocker fuses in place and creates a usable door within the surface. Any creature can move through the door normally, as if the door had always been there. The door can penetrate up to 1 foot of material, so thick material, such as heavy stone walls, can cause this effect to fail, expending its use for the day. A thin layer of metal in a wall, floor, or ceiling also causes the effect to fail. You can use an Interact action to release the door knocker from the surface and return the surface to its previous shape." + }, + { + "name": "Instant Evisceration Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3376", + "summary": "When a creature enters the snare's square, the snare releases an unbelievable arsenal of blades at the creature, dealing 18d8 piercing damage (DC 42 basic Reflex save)." + }, + { + "name": "Instant Fortress", + "trait": "Conjuration, Magical, Structure, Uncommon", + "item_category": "Structures", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=366", + "summary": "This metal cube is small enough to fit in your palm. Close inspection reveals fine lines in the dark gray metal, as though the cube were folded thousands of times.", + "activation": "three-actions] command, Interact; Effect You toss the cube on the ground, and it immediately unfolds into an adamantine fortress." + }, + { + "name": "Instant Spy", + "trait": "Clockwork, Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1116", + "summary": "An instant spy is a tiny clockwork device that is small enough to be easily hidden. It contains the same audio-recording mechanisms as a clockwork spy, as well as a short-lived gemstone that can store up to 1 hour of sound to play back later.", + "activation": "one-action] Interact" + }, + { + "name": "Instinct Crown", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2338", + "summary": "An instinct crown is a magical headpiece imbued with the essence of instincts that barbarians draw upon in combat. Each crown is fashioned to represent the instinct it's tied to, such as a wolf's head for an animal instinct crown or a simple helmet with Jotun runes for a giant instinct crown. When worn, the crown allows you to tap further into your instincts, granting you even greater benefits if the crown's essence matches your instinct. You must be able to Rage to use the crown's activations.", + "activation": "two-actions] (concentrate, rage); Frequency once per day; Requirements You’re raging, and the crown’s instinct matches your barbarian instinct; Effect You draw upon your instinct to gain a boon, as follows." + }, + { + "name": "Instructions for Lasting Agony", + "trait": "Grimoire, Magical, Necromancy", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=993", + "summary": "This worn and stained manual emits a chill when opened. ", + "activation": "one-action] envision (metamagic); Frequency once per day; Effect If your next action is to cast a harmful necromancy spell that you prepared from this grimoire and that allows a saving throw, you warp and twist negative energy into the spell to cause intense pain. If the target fails its saving throw against the spell, it becomes sickened 1 by the pain." + }, + { + "name": "Instrument Harness", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3967", + "summary": "Many armies recruit musicians among their number, who might keep time for marching with a drum, play out commands with a bugle, or intimidate foes with the bagpipes. Regardless of instrument, these musicians are still soldiers and need to be able to fight as well as play at the drop of a hat. The instrument harness is made from white leather decorated with gold musical symbols. You can attach up to 3 Bulk of musical instruments to the harness. If you drop an attached instrument, it remains safely at your side rather than dropped to the ground.", + "activation": "Ready to Play [free-action] Frequency once per day; Requirements There is an instrument attached to the instrument harness and you have enough hands free to hold it; Effect Your harness ripples, pulling the required instrument into your hands. You Interact to draw the required instrument, but this manipulate action doesn’t trigger reactions." + }, + { + "name": "Inubrix Chunk", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1415", + "summary": "This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor." + }, + { + "name": "Inubrix Ingot", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1415", + "summary": "This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor." + }, + { + "name": "Inubrix Object (High-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1415", + "summary": "This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor." + }, + { + "name": "Inubrix Object (Standard-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1415", + "summary": "This pale, malleable metal's unusual molecular structure allows it to partially pass through iron and steel without touching them. While this property is useful for making weapons that bypass metal armor, inubrix is barely sturdier than lead. Even in an alloyed state, this skymetal is so fragile that it's difficult to use in crafting reliable shields and less than ideal for crafting armor." + }, + { + "name": "Inventor's Chair", + "trait": "Magical, Relic, Unique", + "item_category": "Relics", + "item_subcategory": "Relic Seeds", + "bulk": "3", + "url": "/Equipment.aspx?ID=2407", + "summary": "Initially crafted by a gifted inventor who no longer had the use of their legs, the inventor's chair is a traveler's chair. It's a marvel of engineering, utilizing clockwork mechanisms to maneuver about. The chair comes equipped with wheel blades, and portions of its frame contain sterling artisan's tools. The inventor's chair might be a family heirloom or a gift from someone who inherited it. It could instead sit unused in its inventor's abandoned estate, awaiting another user." + }, + { + "name": "Inventor's Fulu", + "trait": "Consumable, Fulu, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2037", + "summary": "Some inventors in Tian Xia put fried snacks near their innovations, a charm to make devices behave as intended. The practice rubbed off on other inventors, who replaced the food with a drawing on an inventor's fulu. When you Activate the fulu, your critical failure becomes a failure, and you can spend just 1 minute to return your innovation to full functionality. The fulu then burns up, and its effects end.", + "activation": "free-action] (concentrate); Trigger You critically fail an action with the unstable trait." + }, + { + "name": "Invigorating Soap", + "trait": "Alchemical, Consumable, Healing, Processed, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3139", + "summary": "This slender bar of pine-scented soap can only be activated when you're immersed in water. Upon activation, the soap covers you in a sudsy foam that quickly fades, filling you with energy and soothing away aches and pains. It immediately restores 10 Hit Points and removes the fatigued condition. If you begin an 8-hour period of rest immediately after using invigorating soap, you regain an additional 10 Hit Points from resting.", + "activation": "minutes (Interact)" + }, + { + "name": "Invisibility", + "trait": "Illusion, Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2790", + "summary": "Light seems to partially penetrate this armor.", + "activation": "Go Invisible [one-action] (concentrate); Frequency once per day; Effect With a thought, you become invisible for 1 minute, gaining the effects of a 2nd-rank invisibility spell." + }, + { + "name": "Invisibility (Greater)", + "trait": "Illusion, Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2790", + "summary": "You can activate the armor up to three times per day.", + "activation": "Go Invisible [one-action] (concentrate); Frequency once per day; Effect With a thought, you become invisible for 1 minute, gaining the effects of a 2nd-rank invisibility spell." + }, + { + "name": "Invisibility Potion", + "trait": "Consumable, Illusion, Magical, Potion, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2944", + "summary": "An invisibility potion is colorless and oddly lightweight. Upon drinking it, you gain the effects of a 2nd-rank invisibility spell.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Invisible Net", + "trait": "Abjuration, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=586", + "summary": "You activate this folded lace handkerchief by spreading it out on the ground, where it grows to cover a 30-foot-by- 30-foot square area. Pale and diaphanous, the spread handkerchief is exceptionally difficult to see from more than 30 feet away and evaporates entirely after 1 minute. Any creature that falls on the net doesn’t take falling damage.", + "activation": "one-action] Interact" + }, + { + "name": "Iron (Ingot)", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1767", + "summary": "" + }, + { + "name": "Iron Cube", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2980", + "summary": "This cube of blackened iron is affixed to a weapon with an iron chain. When you activate the cube, make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If this knocks the target prone, the target takes 2d6 bludgeoning damage from the force of the impact. If you're wielding a two-handed melee weapon, you can ignore Trip's requirement that you have a free hand. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them.", + "activation": "two-actions] (concentrate)" + }, + { + "name": "Iron Cudgel", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=3409", + "summary": "This miniature club is typically affixed to a weapon by an iron chain. When you activate the cudgel, you use Brutal Finish, as the fighter feat. You must meet the normal requirements, including those of the press trait.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Iron Equalizer", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=3410", + "summary": "This small iron band has a shifting weight that helps equalize the affixed weapon's balance. When you activate it, you use Certain Strike, as the fighter feat. You must meet the normal requirements, including those of the press trait.", + "activation": "Cheat Fate [one-action] (manipulate); Effect You rub your thumb on one side of the coin with the intent of slightly tweaking the strands of fate, then flip the coin into the air in a coin toss. No matter how the toss is resolved—letting the coin fall to the ground, slapping it down on the back of your hand, or catching it on your open palm—it always lands with the side you rubbed face up." + }, + { + "name": "Iron Medallion", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2981", + "summary": "This small medallion is shaped like a shield. When you activate it, you gain a +2 status bonus to the triggering save and other saves against fear for 1 minute. On the triggering save, if the outcome of your roll is a failure, you get a success instead. If the outcome is a critical failure, you get a failure instead.", + "activation": "free-action] (concentrate); Trigger You attempt a Will save against a fear effect but haven't rolled yet" + }, + { + "name": "Iron Wine", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=3455", + "summary": "This strong, clear liquor is made from fermented rice. When you drink a cup of iron wine, your sweat becomes highly combustive for the next 10 minutes, igniting with the slightest bit of friction. This causes your unarmed attacks to deal an additional 1d4 fire damage for the duration of the effect. Drinking more than one cup of iron wine in a single day gives you weakness 5 to fire until your next daily preparations.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Ironclad", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=112", + "summary": "This heavy gunboat features solid hardwood timbers covered with thick iron plates riveted together to protect the portions of the vessel above the waterline. These timbers slope inboard at an angle to reduce the effectiveness of siege projectiles and cannon shots. The vessel is powered by a twin pair of propellers spun by steam from boilers that are magically fired, yielding glowing blue smoke through its twin pair of smokestacks. Ironclads are so formidable that a single one has been known to blockade an entire port by itself against more traditional wooden ships." + }, + { + "name": "Irondust Stew", + "trait": "Abjuration, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2557", + "summary": "This hearty meat-and-potato stew has an unusual shine to it and seems to sparkle when it catches the right light. That's because it's been infused with a specially treated iron dust, which Sanra Copperstone promises will strengthen the bones and make for healthier skin. Eating this delicious, if metallic, stew adds that same sheen to your own skin, while also hardening it. You gain 3 resistance to physical damage for 1 minute, but take a –2 item penalty to Acrobatics and Athletics checks during that time.", + "activation": "one-action] Interact" + }, + { + "name": "Irritating Seedpod", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3735", + "summary": "When you crack open this soft, spongy seedpod, you can use it as a catalyst when casting a mist spell. When you do, irritating pollen fills the area for the spell’s duration. Creatures in the area must attempt a Fortitude saving throw at the listed DC to avoid sneezing uncontrollably. On a failed save, the creature gains the listed condition for the listed time. A creature that succeeds at this saving throw becomes temporarily immune to the irritating seedpod’s pollen for 10 minutes.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Irritating Thorn Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1519", + "summary": "You dip thorns, spines, or pine needles in a mild toxin that causes skin irritation and swelling, then lash them together into a ball. When a creature enters the snare's square, the thorny ball is lobbed at that creature, dealing 3d8 piercing damage. The creature must attempt a DC 19 Reflex save." + }, + { + "name": "Isolation Draught", + "trait": "Alchemical, Consumable, Ingested, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=555", + "summary": "Derived from steeping toxic highland plum pits in refined grain alcohols, this clear tonic slowly shuts down the imbiber’s senses. Saving Throw …", + "activation": "one-action] Interact" + }, + { + "name": "Item Cache (Common Cache Level 1)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2470", + "summary": "Cached items carry an automatic 10% markup in addition to a flat fee determined by the rarity and Bulk of the items in total. The price of the cache includes the cost of sourcing the items requested. The maximum item level available for cached items is typically equal to the maximum allowed by the level of the city or settlement. Extradimensional spaces such as bags of holding can be used for item caches, and the cost of those specialized containers must be paid in advance. The GM decides if you can commission the services of a supplier who can set up an item cache and what items can be sourced for that particular cache." + }, + { + "name": "Item Cache (Common Cache Level 2)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2470", + "summary": "Cached items carry an automatic 10% markup in addition to a flat fee determined by the rarity and Bulk of the items in total. The price of the cache includes the cost of sourcing the items requested. The maximum item level available for cached items is typically equal to the maximum allowed by the level of the city or settlement. Extradimensional spaces such as bags of holding can be used for item caches, and the cost of those specialized containers must be paid in advance. The GM decides if you can commission the services of a supplier who can set up an item cache and what items can be sourced for that particular cache." + }, + { + "name": "Item Cache (Common Cache Level 3)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2470", + "summary": "Cached items carry an automatic 10% markup in addition to a flat fee determined by the rarity and Bulk of the items in total. The price of the cache includes the cost of sourcing the items requested. The maximum item level available for cached items is typically equal to the maximum allowed by the level of the city or settlement. Extradimensional spaces such as bags of holding can be used for item caches, and the cost of those specialized containers must be paid in advance. The GM decides if you can commission the services of a supplier who can set up an item cache and what items can be sourced for that particular cache." + }, + { + "name": "Item Cache (Common Cache Level 4)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2470", + "summary": "Cached items carry an automatic 10% markup in addition to a flat fee determined by the rarity and Bulk of the items in total. The price of the cache includes the cost of sourcing the items requested. The maximum item level available for cached items is typically equal to the maximum allowed by the level of the city or settlement. Extradimensional spaces such as bags of holding can be used for item caches, and the cost of those specialized containers must be paid in advance. The GM decides if you can commission the services of a supplier who can set up an item cache and what items can be sourced for that particular cache." + }, + { + "name": "Item Cache (Uncommon Cache Level 1)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2470", + "summary": "Cached items carry an automatic 10% markup in addition to a flat fee determined by the rarity and Bulk of the items in total. The price of the cache includes the cost of sourcing the items requested. The maximum item level available for cached items is typically equal to the maximum allowed by the level of the city or settlement. Extradimensional spaces such as bags of holding can be used for item caches, and the cost of those specialized containers must be paid in advance. The GM decides if you can commission the services of a supplier who can set up an item cache and what items can be sourced for that particular cache." + }, + { + "name": "Item Cache (Uncommon Cache Level 2)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2470", + "summary": "Cached items carry an automatic 10% markup in addition to a flat fee determined by the rarity and Bulk of the items in total. The price of the cache includes the cost of sourcing the items requested. The maximum item level available for cached items is typically equal to the maximum allowed by the level of the city or settlement. Extradimensional spaces such as bags of holding can be used for item caches, and the cost of those specialized containers must be paid in advance. The GM decides if you can commission the services of a supplier who can set up an item cache and what items can be sourced for that particular cache." + }, + { + "name": "Item Cache (Uncommon Cache Level 3)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2470", + "summary": "Cached items carry an automatic 10% markup in addition to a flat fee determined by the rarity and Bulk of the items in total. The price of the cache includes the cost of sourcing the items requested. The maximum item level available for cached items is typically equal to the maximum allowed by the level of the city or settlement. Extradimensional spaces such as bags of holding can be used for item caches, and the cost of those specialized containers must be paid in advance. The GM decides if you can commission the services of a supplier who can set up an item cache and what items can be sourced for that particular cache." + }, + { + "name": "Item Cache (Uncommon Cache Level 4)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2470", + "summary": "Cached items carry an automatic 10% markup in addition to a flat fee determined by the rarity and Bulk of the items in total. The price of the cache includes the cost of sourcing the items requested. The maximum item level available for cached items is typically equal to the maximum allowed by the level of the city or settlement. Extradimensional spaces such as bags of holding can be used for item caches, and the cost of those specialized containers must be paid in advance. The GM decides if you can commission the services of a supplier who can set up an item cache and what items can be sourced for that particular cache." + }, + { + "name": "Ivory Baton", + "trait": "Enchantment, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1492", + "summary": "This white, slender rod bears intricately carved reliefs of magnificent animals that bow and dance to some unseen commander. The baton enables you to command constructs.", + "activation": "one-action] Interact; Frequency once per round; Effect You closely direct the actions of one construct you control and can see within 60 feet. That construct gains a +1 status bonus to attack rolls, damage rolls, and saving throws (except saving throws against the ivory baton)." + }, + { + "name": "Ivory Baton (Greater)", + "trait": "Enchantment, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1492", + "summary": "This white, slender rod bears intricately carved reliefs of magnificent animals that bow and dance to some unseen commander. The baton enables you to command constructs.", + "activation": "one-action] Interact; Frequency once per round; Effect You closely direct the actions of one construct you control and can see within 60 feet. That construct gains a +1 status bonus to attack rolls, damage rolls, and saving throws (except saving throws against the ivory baton)." + }, + { + "name": "Ixamè's Eye", + "trait": "Consumable, Divination, Magical, Rare, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1446", + "summary": "Via some strange alchemical reaction with the gasses of Terwa Lake, the cloud dragon Ixamè's eyeballs have shriveled into sky-blue gems. The dragon's sense of vision isn't impaired, and her eyes can't be removed from her head until she's destroyed. Once removed, each gem functions as a special talisman. Ixamè's eye sparkles when it's in an area of fog or mist. Activating the talisman enables you to see clearly through fog and mist for 1 minute; any creature concealed only by fog or mist is no longer concealed to you. If such a creature was relying on the concealment to Hide or Sneak, this also means it's no longer hidden or undetected.", + "activation": "free-action] envision" + }, + { + "name": "Jaathoom's Scarf", + "trait": "Air, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2582", + "summary": "This scarf is made of fine silk that's the same shade of blue as a clear, cloudless sky. The short ends are edged with a fine gold fringe that seems to sway even in still weather as though touched by invisible winds. The long edges have exquisite embroidery in threads that vary from a blue identical to the silk to the deep gray of storm clouds during winter. Wearing this scarf grants a +2 item bonus to Performance checks to dance and to Acrobatics checks to Escape.", + "activation": "Jaathoom's Rebuke [one-action] (concentrate); Frequency once per hour; Effect You let the winds around you catch the edges of the jaathoom's scarf, and a jaathoom shuyookh appears with a sudden updraft. The winds force your enemies back, granting you some breathing room in battle. Each enemy in a 10-foot emanation must succeed at a DC 27 Fortitude save or be pushed 10 feet. A creature that critically fails is also knocked prone after being moved. Creatures with the air trait are immune to all these effects." + }, + { + "name": "Jabali's Dice", + "trait": "Earth, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2591", + "summary": "Jabali's dice are two six-sided dice carved from evenly weighted stone to the specifications of a specific jabali shuyookh. The sides showing a 6 also have the name and title of the shuyookh inscribed in Petran. If you whisper the name and title during a dice game using jabali's dice, they bless you with a bit of luck, granting a +2 item bonus to your Games Lore check. You can do so frequently enough to apply this bonus while Earning Income using Games Lore, but only one user at a time can do so.", + "activation": "Jabali's Gamble [two-actions] (concentrate, manipulate); Frequency once per day; Effect You call out the shuyookh's name and title, then roll the dice. The shuyookh appears briefly to provide for your defense. Roll 2d6 to determine the effect. Represented by the GM, the shuyookh chooses any effect's specifications, benefiting you according to the shuyookh's whims." + }, + { + "name": "Jack's Tattered Cape", + "trait": "Illusion, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1482", + "summary": "This ragged, mud-stained cape closes with a single black button engraved with a leering devil's face. When you Leap, High Jump, or Long Jump (or Vault, if you're Spring-Heeled Jack), you gain a +1 item bonus to Stealth checks to Hide or Sneak until the start of your next turn." + }, + { + "name": "Jade Bauble", + "trait": "Consumable, Magical, Mental, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=3411", + "summary": "This bit of jade is usually carved in the shape of a duelist, or sometimes a multi-armed creature. When you activate the bauble, it magically draws the attention of foes. Until the start of your next turn, enemies within the reach of the weapon the talisman is affixed to are off-guard.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Jade Cat", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2982", + "summary": "A thumb-sized feline carved of rare stone, the jade cat is typically worn as a pendant upon a suit of armor. For 1 minute after you activate the cat, you treat all falls as 20 feet shorter, you are not off-guard when you Balance, and narrow surfaces and uneven ground are not difficult terrain for you.", + "activation": "free-action] (concentrate); Trigger You fall or attempt an Acrobatics check to Balance; Requirements You are trained in Acrobatics" + }, + { + "name": "Jahan Waystone", + "trait": "Artifact, Conjuration, Magical, Rare, Teleportation", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=957", + "summary": "This enormous stone glows with a pale light and emits a quiet hum. Each Jahan waystone is part of a paired link. The paired stones correspond in the color of the light they emit, as well as the specific tone at which they hum.", + "activation": "minute (envision, Interact); Effect You place your hand on the stone and focus on the stone's light. The stone's glow envelopes all creatures in a 10-foot radius with its light and attempts to teleport the creatures to its paired stone. If there is no open space within 30 feet of the target waystone, the teleportation attempt fails. A creature can resist the teleportation with a successful DC 45 Will save." + }, + { + "name": "Jann's Prism", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2655", + "summary": "Light always seems to be refracting through this simple prism, creating a hazy multicolor aura that surrounds the glass. When exposed to direct sunlight, the prism radiates a beam of light that shifts in color. This beam spells out the name of the jann shuyookh for whom the prism was designed. While holding the prism to your eye, your vision becomes overwhelmed with colors that guide your eye, granting you a +2 item bonus to visual Perception checks. If you look through the prism while you Seek, you can scan or search an area twice as large as normal (a 60-foot cone, 30-foot burst, or 20-foot square) as the varying colors help you distinguish between your surroundings.", + "activation": "Jann's Light [two-actions] (concentrate); Frequency once per day; Effect You raise the prism above your head and call upon the jann shuyookh to come to your aid. The shuyookh's face becomes visible in a reflection in the prism and light shines out from the prism, surrounding you in a multitude of colors. For 1 minute, you shed bright light in a 20-foot emanation (and dim light for the next 20 feet). The light coruscates with two colors chosen by the jann, and you gain resistance 5 to two damage types based on the colors chosen: red fire, orange acid, yellow electricity, green poison, blue sonic, indigo mental, or violet force." + }, + { + "name": "Jar of Shifting Sands", + "trait": "Conjuration, Earth, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1064", + "summary": "This small, ceramic jar is full, holding approximately a quarter gallon of sand. When poured out, the jar immediately begins to conjure more sand. It is said, however improbably, that this jar is responsible for creating at least one desert in the world.", + "activation": "two-actions] command, Interact; Effect You quickly pour sand over an adjacent square, making it difficult terrain. You can't use either of the jar's activations for 1 minute." + }, + { + "name": "Jaws of the Grogrisant", + "trait": "Apex, Invested, Primal, Unique", + "item_category": "Apex Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3780", + "summary": "The teeth that fell off the Mantle of the Grogrisant were given to the scholars of Houses Fahlspar, Lotheed, Nicodemius, and Zespire, who—after much heated discussion—created this regal circlet. You gain a +3 item bonus to Diplomacy and Intimidation skill checks and Sense Motive checks against creatures that have the primal trait. When you invest in the headband, you either increase your Wisdom modifier by 1 or increase it to +4, whichever would give you a higher value.", + "activation": "Primal Empathy [two-actions] (concentrate, mental); Frequency once per hour; Effect You gain the ability to communicate with nature as if you were a part of it. You cast telepathy at 6th rank, which can only be used to communicate with creatures that have the primal trait." + }, + { + "name": "Jax", + "trait": "Cursed, Divine, Evocation, Intelligent, Unique", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1590", + "summary": "Jax was a caravan guard who died defending her charges from a pack of Lamashtan cultists in the Spellscar Desert. Her spirit of fury and hopelessness infused her weapon upon her death, imbuing the firearm with a fragment of her soul and intelligence. The rifle, upon awakening, remembered just enough of Jax's former life to think of her former wielder's name as her own.", + "activation": "two-actions] command; Frequency once per day; Effect Jax deems you an unworthy agent of justice. She casts dominate on you (DC 24). If you're chaotic or a worshipper of Lamashtu, you take a –2 penalty to your Will save, and the result of your save is one degree of success worse than the result you rolled. Jax orders you to fight banditry and protect innocent travelers in the Spellscar Desert, renewing the spell as often as necessary until you cease your lawless ways." + }, + { + "name": "Jellyfish Lamp", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=495", + "summary": "These bioluminescent jellyfish are as bright as candles, come in a variety of colors, and can act as living lanterns. They dry up and die if removed from the water for more than 1 hour, but as long as they’re allowed access to seawater, they can usually survive for up to 1 year by feeding on micronutrients. Rarely, a well-treated jellyfish lamp might live longer and potentially develop stronger light or additional abilities." + }, + { + "name": "Jiang-Shi Bell", + "trait": "Illusion, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3170", + "summary": "This ornate handbell creates a sonorous low-pitched tone when rung, as if sounding from a much larger bell than one carried in the hand. The bell is crafted of silver and polished to a reflective sheen, while the bell's wooden handle is carved with detailed images of various foodstuffs.", + "activation": "two-actions] envsion, Interact (olfactory, visual); Frequency once per day; Effect You ring the bell and create an illusory image of a delicious-looking banquet of food laid out on an altar in a 5-foot-square at any point within 30 feet of you that you can see. Any creature that must eat food to survive that's within 30 feet of the appearance of the illusory food must succeed at a DC 28 Will save or be so distracted by the food's sight and smell that they become fascinated by it for 10 minutes." + }, + { + "name": "Jolt Coil", + "trait": "Electricity, Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2231", + "summary": "Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast draw the lightning." + }, + { + "name": "Jolt Coil (Greater)", + "trait": "Electricity, Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2231", + "summary": "Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast draw the lightning." + }, + { + "name": "Jolt Coil (Major)", + "trait": "Electricity, Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2231", + "summary": "Contained within this small glass tube is a twisted wire filament crackling with electricity, sending static prickling through the hair of anyone holding it. The spell DC of any spell cast by activating this item is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast draw the lightning." + }, + { + "name": "Journeybread", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1921", + "summary": "Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need for a day. If you subsist on nothing else for a week, you become temporarily immune to journeybread until you eat real food and drink water normally for 24 hours.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Journeybread (Power)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1921", + "summary": "Journeybread contains a mix of fruits, nuts, and grains with an alchemical boost. Eating one journeybread provides all the food and water you need for a day. If you subsist on nothing else for a week, you become temporarily immune to journeybread until you eat real food and drink water normally for 24 hours.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Judgement Thurible", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2232", + "summary": "The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a judgment thurible if you don’t worship a deity. The spell DC of any spell cast by activating this item is 27.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast summon deific herald." + }, + { + "name": "Judgement Thurible (Greater)", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2232", + "summary": "The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a judgment thurible if you don’t worship a deity. The spell DC of any spell cast by activating this item is 27.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast summon deific herald." + }, + { + "name": "Judgement Thurible (Major)", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2232", + "summary": "The golden religious symbol on the top of this spherical incense holder shifts its form to match the faith of its bearer. You gain no benefit from a judgment thurible if you don’t worship a deity. The spell DC of any spell cast by activating this item is 27.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast summon deific herald." + }, + { + "name": "Jug of Fond Remembrance", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2193", + "summary": "This large jug always seems to contain just enough of the holder's favorite alcohol to share with a friend. As long as you're holding the jug, you gain a +1 circumstance bonus to Diplomacy checks. If you share a sip of the liquor from the jug with a creature, you gain a +2 circumstance bonus to your next Diplomacy check to Make an Impression or Request something from that creature any time within the next month.", + "activation": "one-action] (manipulate); Frequency once per hour; Effect You take a long swig on the jug and then Recall Knowledge about a creature you can see, with a +2 circumstance bonus to the check. If you fail but don't critically fail this check, you get a success instead. You're then stupefied 1 for 3 rounds." + }, + { + "name": "Juggernaut Mutagen (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3318", + "summary": "The bonus is +3, you gain 30 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Juggernaut Mutagen (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3318", + "summary": "The bonus is +1, you gain 5 temporary Hit Points, and the duration is 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Juggernaut Mutagen (Major)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3318", + "summary": "The bonus is +4, you gain 45 temporary Hit Points, and the duration is 1 hour. When you roll a success on a Fortitude save, you get a critical success instead, and your critical failures on Fortitude saves become failures instead.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Juggernaut Mutagen (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3318", + "summary": "The bonus is +2, you gain 10 temporary Hit Points, and the duration is 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Junk Bomb (Greater)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1459", + "summary": "This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core of explosive alchemical slag. A junk bomb deals the listed slashing damage, persistent bleed damage, and piercing splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d8 slashing damage, 3 persistent bleed damage, and 3 slashing splash damage." + }, + { + "name": "Junk Bomb (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1459", + "summary": "This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core of explosive alchemical slag. A junk bomb deals the listed slashing damage, persistent bleed damage, and piercing splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d8 slashing damage, 1 persistent bleed damage, and 1 slashing splash damage." + }, + { + "name": "Junk Bomb (Major)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1459", + "summary": "This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core of explosive alchemical slag. A junk bomb deals the listed slashing damage, persistent bleed damage, and piercing splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d8 slashing damage, 4 persistent bleed damage, and 4 slashing splash damage." + }, + { + "name": "Junk Bomb (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1459", + "summary": "This volatile-looking bomb is cobbled together from jagged metal scrap, broken glass, and other bits of razor-sharp fragments, lashed around a core of explosive alchemical slag. A junk bomb deals the listed slashing damage, persistent bleed damage, and piercing splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d8 slashing damage, 2 persistent bleed damage, and 2 slashing splash damage." + }, + { + "name": "Juubun's One Thousand Poems", + "trait": "Enchantment, Grimoire, Magical, Unique", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3149", + "summary": "This well-worn manuscript is side stitched with fading lilac-colored thread. It is filled with poems written long ago by a philosopher named Seiji Juubun, which contain a lifetime of wisdom, presenting information and advice on a tremendous breadth of topics.", + "activation": "one-action] envision (emotion, mental, metamagic); Frequency once per day; Effect If your next action is to Cast a Spell that has the linguistic trait and that targets 1 creature, you are overtaken by Juubun's spirit, and the spoken elements of your spell become impactfully poetic. If the target is an ally, your words inspire them and they gain 10 temporary Hit Points, which last for 1 minute. If the targeted creature is an enemy and the spell requires a saving throw, and if the enemy fails its saving throw, they become sickened 1 as a result of despair and sadness." + }, + { + "name": "Juxtaposition Ammunition", + "trait": "Conjuration, Consumable, Magical, Teleportation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1262", + "summary": "Juxtaposition ammunition quivers with anticipation, as if the projectile wishes to constantly be in motion. When an activated juxtaposition ammunition hits a creature, it doesn't deal the Strike's normal damage. Instead, the target must succeed at a DC 28 Will save or be teleported to a safe, unoccupied square of your choice within 60 feet of its original position and within the weapon's first range increment. On a critical failure, the target is also sickened 1 from the gut-wrenching sensation of sudden movement. Any relocation from the juxtaposition ammunition is forced movement.", + "activation": "one-action] Interact" + }, + { + "name": "Jyoti's Feather", + "trait": "Healing, Magical, Spellheart, Vitality", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2233", + "summary": "A jyoti’s feather is a shimmering red-and-gold feather that seems almost metallic, although it’s delicate and flexible to the touch. Though most aren’t made from true jyoti feathers, as the reclusive outsiders avoid visitors from the Universe, the creatures’ connection to life energy lent these spellhearts their name.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast field of life." + }, + { + "name": "Jyoti's Feather (Greater)", + "trait": "Healing, Magical, Spellheart, Vitality", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2233", + "summary": "A jyoti’s feather is a shimmering red-and-gold feather that seems almost metallic, although it’s delicate and flexible to the touch. Though most aren’t made from true jyoti feathers, as the reclusive outsiders avoid visitors from the Universe, the creatures’ connection to life energy lent these spellhearts their name.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast field of life." + }, + { + "name": "Jyoti's Feather (Major)", + "trait": "Healing, Magical, Spellheart, Vitality", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2233", + "summary": "A jyoti’s feather is a shimmering red-and-gold feather that seems almost metallic, although it’s delicate and flexible to the touch. Though most aren’t made from true jyoti feathers, as the reclusive outsiders avoid visitors from the Universe, the creatures’ connection to life energy lent these spellhearts their name.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast field of life." + }, + { + "name": "Kaiju Fulu", + "trait": "Consumable, Fulu, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2038", + "summary": "Despite the name, a kaiju fulu protects a building against damage of all sorts. When an affixed structure no larger than 100 feet × 100 feet and up …" + }, + { + "name": "Kalmaug's Journal", + "trait": "Divination, Grimoire, Invested, Magical, Relic, Unique", + "item_category": "Relics", + "item_subcategory": "Relic Seeds", + "bulk": "1", + "url": "/Equipment.aspx?ID=2668", + "summary": "This grimoire is constructed from individual tarnished silver plates, bound together to form a fine book. Each “page” contain engraved maps, accounts of sites in Nar-Voth, and daily journals. Throughout the journal, spells and notes are inscribed on the margins and within the text. When Chapter One is completed, this grimoire contains the following spells: allfood, deep sight, fate's travels, glowing trail, know location, stonesense, wanderer's guide." + }, + { + "name": "Karakoa", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=87", + "summary": "Karakoa are large twin-hulled outriggers used by the Tian-Sing for transit within the massive Minata archipelago. Fast and sturdy, karakoa are distinct from other Tian vessels in that they're equipped with platforms for transporting warriors and fighting at sea. During peacetime, they're also used as trading ships, able to carry goods and passengers. While capable of crossing oceans, their open hull design may perform poorly during rough seas as breaking whitecaps could swamp the craft." + }, + { + "name": "Kayalini", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1683", + "summary": "Originally brought to Absalom by kayals fleeing the Shadow Plane, kayalinis are shy creatures made from shadow. They resemble small monkeys with reptilian features like claws, short horns, and long, shadowy tongues. When in a new home, they tend to hide under beds or in closets. Around people they trust, they'll sit quietly on a lap for hours." + }, + { + "name": "Keen", + "trait": "Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2843", + "summary": "The edges of a keen weapon are preternaturally sharp. Attacks with this weapon are a critical hit on a 19 on the die as long as that result is a success. This property has no effect on a 19 if the result would be a failure." + }, + { + "name": "Keep Stone Amulet", + "trait": "Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3767", + "summary": "The superior adamantine-lead alloy known as keep stone is as highly prized as it is expensive, and for good reason: keep stone combines the Hardness and durability of the finest metal with inherent magical protection. Not only does the metal itself resist magical effects, but anyone in proximity to a large amount of it also enjoys a degree of protection from divination magic. Dwarven crafters have attempted to make this extra protection more portable and more affordable in the form of keep stone amulets. Each amulet is unique in its exact shape, size, thickness, and decorations, but typically, a keep stone amulet is roughly palm-sized and engraved with clan symbols, holy aphorisms, or a favorite line of poetry.", + "activation": "Rebuff Magic [reaction] (concentrate, misfortune); Frequency once per day; Trigger You’re the target of a spell with a spell attack roll; Effect The caster must roll the spell attack roll twice and take the worse result." + }, + { + "name": "Keep Stone Chunk", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2569", + "summary": "The crowning achievement of Highhelm's millennia of metallurgical advancements and engineering is the beautiful alloy called keep stone. Despite its name, no stone is used in the production of keep stone. Through the use of a highly guarded process that smelts together adamantine and lead, Highhelm's greatest crafters were able to develop a material with an appearance that more closely resembles marble than metal. Keep stone is only slightly weaker than adamantine alone, but with the incredible ability to disrupt magic. Any spell or magical effect targeting raw keep stone must succeed at a DC 5 flat check or the effect is lost." + }, + { + "name": "Keep Stone Ingot", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2569", + "summary": "The crowning achievement of Highhelm's millennia of metallurgical advancements and engineering is the beautiful alloy called keep stone. Despite its name, no stone is used in the production of keep stone. Through the use of a highly guarded process that smelts together adamantine and lead, Highhelm's greatest crafters were able to develop a material with an appearance that more closely resembles marble than metal. Keep stone is only slightly weaker than adamantine alone, but with the incredible ability to disrupt magic. Any spell or magical effect targeting raw keep stone must succeed at a DC 5 flat check or the effect is lost." + }, + { + "name": "Keep Stone Object (High-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2569", + "summary": "The crowning achievement of Highhelm's millennia of metallurgical advancements and engineering is the beautiful alloy called keep stone. Despite its name, no stone is used in the production of keep stone. Through the use of a highly guarded process that smelts together adamantine and lead, Highhelm's greatest crafters were able to develop a material with an appearance that more closely resembles marble than metal. Keep stone is only slightly weaker than adamantine alone, but with the incredible ability to disrupt magic. Any spell or magical effect targeting raw keep stone must succeed at a DC 5 flat check or the effect is lost." + }, + { + "name": "Key of Unwinding", + "trait": "Consumable, Magical, Uncommon, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3885", + "summary": "A key of unwinding is a narrow brass clock hand, its pointed end fashioned into the shape of a key. When applied to a weapon, a key of unwinding forms a direct link to the Dimension of Time, allowing you to draw on a fragment of temporal power. For 1 minute, you gain the Rewrite Time reaction while wielding the attuned weapon.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Key to the Stomach", + "trait": "Contract, Invested, Magical, Rare", + "item_category": "Contracts", + "item_subcategory": "Bargained Contracts", + "bulk": "", + "url": "/Equipment.aspx?ID=1652", + "summary": "Whether due to the inconvenience of having a physical body or the desperation of impending starvation, you were drawn to a person offering relief from hunger. You swallowed a key, which remains in your stomach, that continuously satiates you. You no longer need to eat or drink. Once per day, from any distance, the entity that holds your bargained contract can have the key sealing your bargained contract absorb all items in your stomach, which prevents you from benefiting from items that require you to eat or drink them, such as potions and elixirs, for 10 minutes. During this time, the entity gains the benefits of these items instead.", + "activation": "two-actions] command; Frequency once per day; Effect You absorb any poisons with the key sealing your bargained contract. You gain the benefits of a casting of neutralize poison." + }, + { + "name": "Keymaking Tools", + "trait": "Conjuration, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1065", + "summary": "These thieves' tools provide their owner the ability to have continued control over a lock while leaving it in place. They grant a +1 item bonus to Thievery checks to Pick a Lock. Upon completely opening a lock by picking it with these tools, the tools produce a temporary copy of the key for the picked lock. This phantom key can lock or unlock the lock just like the original key. The key appears attached to the thieves' tools case by a fine silver chain and lasts for 12 hours before it fades into nothing. Only one key created this way can exist in the same set of thieves' tools. Creating a new key replaces the previous one." + }, + { + "name": "Killer’s Belt", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3968", + "summary": "Small blood-red rubies decorate this black leather belt, which is a fashion accessory for only the most bloodthirsty soldiers. When you wear this belt, you gain a +1 item bonus to Intimidation checks.", + "activation": "Bleeding Rubies [one-action] (manipulate); Frequency once per day; Requirements You have a free hand and your last action was to deal damage to an enemy with a Strike or spell attack roll; Effect You pull a ruby off your belt and crush it into dust. As this dust reaches the enemy you just harmed, it embeds into the skin, causing them to bleed. The target takes 1d6 persistent bleed damage. The ruby reappears on the belt after 24 hours." + }, + { + "name": "Kimanéz Luminescent Toadstool", + "trait": "Consumable, Fungus, Light, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3579", + "summary": "This large blue toadstool glimmers with soft, magical light similar to moonlight. The spots of white adorning the mushroom’s cap glow ethereally, as if illuminated from the inside, shedding dim light in a 10-foot radius.", + "activation": "Ward Area 10 minutes (concentrate, light, manipulate); Effect You plant the toadstool in the ground, allowing it to connect to all living fungi and plant matter within 120 feet of its planting. For 8 hours, any corporeal creature that touches the affected matter even accidentally begins to glow with bright magical light in a 10-foot emanation, which persists as long as they remain within 120 feet of the planted mushroom. A creature can move through an area containing affected fungi and plant matter without touching it by treating the area as difficult terrain and succeeding at a DC 18 Acrobatics check." + }, + { + "name": "Kin-Warding", + "trait": "Abjuration, Dwarf, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=538", + "summary": "A kin-warding clan dagger can deflect attacks aimed at your allies. When you use the weapon’s parry trait, you can point the clan dagger at an adjacent ally instead of defending yourself, creating a shield of runes around them. The runic barrier grants your ally the weapon’s circumstance bonus to AC, but you do not gain the bonus yourself." + }, + { + "name": "Kinbur's Sandals of Bounding", + "trait": "Invested, Magical, Transmutation, Unique", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3148", + "summary": "These elevated wooden sandals once belonged to a haughty kitsune named Kinburi. It was well known that her swiftness and grace were unmatched, and observers described her as seeming to glide above the earth with each step. She often challenged others to wager on her speed, but as people began to grow wise, she was forced to conceal her identity or promise to forfeit her sandals if she lost.", + "activation": "two-actions] (command); Frequency once per hour; Effect You loudly boast about your grace and agility, then take any combination of two High Jumps or Long Jumps. You do not need to Stride first, and between the two jumps, you need only to come into contact with a physical object before making the second jump; this object doesn't need to be one that can bear your weight, or even be attached to the ground—you can jump off from a floating feather or a thin branch or even off a paper wall as needed. The sandals' item bonus increases to +2 for these jumps." + }, + { + "name": "Kindled Tome", + "trait": "Grimoire, Intelligent, Magical, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2397", + "summary": "A kindled tome is a book of lingering blazes awakened to sapience and imbued with an enthusiasm for fire. It encourages you to learn new fire …", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect The tome casts fireball at 5th level to your specifications." + }, + { + "name": "King's Sleep", + "trait": "Alchemical, Consumable, Ingested, Poison, Virulent", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3338", + "summary": "King's sleep is an insidious long-term poison that can seem like a disease or even death from natural causes on a venerable target. The drained condition from king's sleep is cumulative with each failed save and can't be removed while the poison lasts.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Kirin Echo Chime", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3260", + "summary": "The echo of kirin's song can be captured within this small glass chime, which shatters and calls up a meandering breeze of its own when rung. Adding this catalyst to a gust of wind spell causes any flying creatures that would be pushed by the spell's effects to be pushed 30 feet in a direction of your choice, rather than 30 feet in the direction of the spell.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Kite", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1334", + "summary": "This colorful canvas kite is controlled by twine and flies when it catches the wind." + }, + { + "name": "Knapsack of Halflingkind", + "trait": "Conjuration, Extradimensional, Healing, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=446", + "summary": "This sturdy leather satchel contains three compartments fastened with large clasps. The first compartment is lined in blue satin and contains an extradimensional space equivalent to a type II bag of holding." + }, + { + "name": "Knapsack of Halflingkind (Greater)", + "trait": "Conjuration, Extradimensional, Healing, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=446", + "summary": "This sturdy leather satchel contains three compartments fastened with large clasps. The first compartment is lined in blue satin and contains an extradimensional space equivalent to a type II bag of holding." + }, + { + "name": "Knave’s Standard", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3912", + "summary": "This magical banner is dip-dyed in an ombre from black to red, mottled and uneven. Whenever you or an ally within the banner’s aura critically succeeds with a Strike against an off-guard target, the Strike deals an additional 1d4 precision damage." + }, + { + "name": "Knight's Maintenance Kit", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1554", + "summary": "This set of gear contains a repair kit, cloth rolls for storing or covering equipment, and specialized mixtures developed by the Knights of Lastwall to clean and treat armaments for continued use. This kit gives you a +1 item bonus to checks to Repair weapons, shields, and armor using the Crafting skill, and you restore an additional 5 Hit Points when you successfully Repair such items using it." + }, + { + "name": "Knight's Standard", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1555", + "summary": "This cloth flag or banner, no larger than a few feet long, bears the symbol or heraldry of a deity, knightly house, nation, or similar organization. A typical standard comes with a stand or pole to hold it aloft. You can instead spend 2 consecutive Interact actions to mount a knight's standard on a two-handed polearm or spear weapon; the standard is visible as long as you wield the weapon with two hands. Some individuals are inspired by the sight of a standard or demoralized by the destruction of one." + }, + { + "name": "Knight's Tabard", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1556", + "summary": "This cloth vestment features the heraldry or symbol associated with an entity (such as a deity, kingdom, or organization). Knights typically wear it over armor and other clothing, helping them identify allies on the battlefield or distinguishing themselves in more peaceful situations. An individual wearing a tabard gains a +1 item bonus to Make an Impression on creatures who have a positive association with the entity represented on the tabard." + }, + { + "name": "Knockout Dram", + "trait": "Alchemical, Consumable, Ingested, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=808", + "summary": "This soporific chemical comes in liquid form and is virtually undetectable by taste or scent. It's most commonly slipped into a victim's drink to quickly induce a deep unconsciousness.", + "activation": "one-action] Interact" + }, + { + "name": "Kols's Oath", + "trait": "Divine, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Clan Dagger Filigrees", + "bulk": "", + "url": "/Equipment.aspx?ID=3770", + "summary": "This filigree grants you, as the clan dagger’s owner, a +1 item bonus to Society checks and to Diplomacy checks to Request. Additionally, once per day, the filigree symbol can be activated to compel an enemy to act.", + "activation": "Vow Unbreakable [one-action] (auditory, concentrate, linguistic, mental); Frequency once per day; Effect You command a creature within 30 feet to Stride away from you, drop prone, or release one item it’s holding. The creature can choose to perform that action as the first action on its next turn; if it doesn’t, it takes 4d6 mental damage (DC 20 basic Will save)." + }, + { + "name": "Kora of the Unending Story", + "trait": "Coda, Occult, Rare, Staff", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "1", + "url": "/Equipment.aspx?ID=3704", + "summary": "This 21-stringed instrument symbolizes connectivity with the past, present, and future. The kora grants a +2 item bonus to Performance checks made to tell stories when used to accompany song or speech.", + "activation": "Cast a Spell; Effect You expend a number of charges from the kora to cast a spell from its list." + }, + { + "name": "Kortos Diamond", + "trait": "Artifact, Divine, Evocation, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=675", + "summary": "The hilt of this +3 major striking axiomatic spell-storing longsword is simple and elegant. The blade itself is made of throneglass—a clear, jewellike crafting material with a razor-sharp edge, capable of absorbing psychic magic and redirecting it at the wielder's enemies. Whenever the Kortos Diamond is in an area of dim or brighter light, it glows faintly, as if reflecting the light of a setting sun.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect You hold the Kortos Diamond aloft and proclaim your might in a booming voice. You cast overwhelming presence (DC 42)." + }, + { + "name": "Kotodama Bells", + "trait": "Magical, Uncommon", + "item_category": "Other", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3468", + "summary": "This set of bronze bells bear engravings with symbols representing the word “awaken.” Among kotodama magic users, who seek to touch the souls of objects using the power of words, the peals of these bells are known to awaken the spirits of even inanimate objects.", + "activation": "Awaken the Soul [two-actions] (auditory, concentrate, manipulate); Frequency once per day; Effect You ring the bell and focus on an object of negligible Bulk within 10 feet. The bell’s toll animates the object for 24 hours. The object becomes a minion that can’t attack but can move and take simple Interact actions appropriate for an item of its type, as determined by the GM. For example, a piece of chalk can write a message or draw a symbol, a hand fan can open or fan in a particular direction, or a magnifying glass can set itself up to dramatically reveal incriminating evidence. The animated item has AC 5, 5 Hit Points, a Speed of 10 feet, and automatically fails all saves. If the object is broken, it can no longer move, though it can still Interact as appropriate for an item of its type. As normal with minions you control, you must Command the object to grant it actions." + }, + { + "name": "Kotodama Whistle", + "trait": "Magical, Uncommon", + "item_category": "Other", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3469", + "summary": "This small wooden whistle bears an engraving with a symbol representing the word “query.” Practitioners of kotodama magic use these whistles to speak with the spirits of objects.", + "activation": "Question the Soul [one-action] (manipulate); Frequency once per day; Effect You place your hand on an object and play a single note on the whistle, causing the item to stir and respond to your questions for 1 minute. During this time, the object attempts to answer your questions to the best of its ability but can provide an answer of only “yes” or “no.” In most cases, an object has knowledge only of events it was personally present for and has no particular knowledge skills to interpret the events it has seen. If the object can’t answer a question with a simple yes or no answer, it stays silent." + }, + { + "name": "Kraken Bottle", + "trait": "Alchemical, Consumable, Expandable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Bottled Monstrosities", + "bulk": "L", + "url": "/Equipment.aspx?ID=1950", + "summary": "Coiled tentacles make it all but impossible to see anything else inside this ampoule. When opened, a Gargantuan kraken bursts forth, which can appear in water instead of on the ground. Its arms attempt to grasp up to four creatures with a reach of 60 feet. The kraken repositions grabbed creatures to a different space within its reach unless the target succeeds at a DC 38 Fortitude save.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Kraken Figurehead", + "trait": "Figurehead, Magical, Water", + "item_category": "Figurehead", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2628", + "summary": "A knot of tentacles makes up the body of this figurehead. It's always slightly slimy and sticky to the touch. Superstitious sailors tend to avoid ships with this figurehead on the bow, claiming it's bad luck to flaunt a kraken's image while at sea.", + "activation": "Grab Them! [one-action] (attack, concentrate); Requirements The ship's spectral tentacles are activated; Effect The tentacles grab at an enemy vessel in the aura. Attempt a piloting check against the target vessel's AC. On a success, the tentacles grab hold and tether the two vessels together. While tethered, the ships can't move farther away from each other, creatures aboard the enemy vessel receive a –2 circumstance penalty to all piloting checks, and creatures attempting to Board the enemy vessel gain a +2 circumstance bonus to any check required to do so." + }, + { + "name": "Kraken Figurehead (Wracking)", + "trait": "Figurehead, Magical, Water", + "item_category": "Figurehead", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2628", + "summary": "A knot of tentacles makes up the body of this figurehead. It's always slightly slimy and sticky to the touch. Superstitious sailors tend to avoid ships with this figurehead on the bow, claiming it's bad luck to flaunt a kraken's image while at sea.", + "activation": "Grab Them! [one-action] (attack, concentrate); Requirements The ship's spectral tentacles are activated; Effect The tentacles grab at an enemy vessel in the aura. Attempt a piloting check against the target vessel's AC. On a success, the tentacles grab hold and tether the two vessels together. While tethered, the ships can't move farther away from each other, creatures aboard the enemy vessel receive a –2 circumstance penalty to all piloting checks, and creatures attempting to Board the enemy vessel gain a +2 circumstance bonus to any check required to do so." + }, + { + "name": "Krasovnatype", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3566", + "summary": "A krasovnatype (named after Dr. Krasovna Gerenevich) consists of a carefully prepared silvered glass plate charged by a Stasian coil. When you touch the front of the glass or hold it near a living creature within your reach, an image of that creature’s aura is imprinted on the glass. Once a krasovnatype has an image on it, you can’t use the glass plate on another creature. If you are trained in Occultism, you can look at the image and learn if the associated creature has innate, prepared, or spontaneous spellcasting, along with the tradition of that casting and the highest rank of spells they can cast. Referencing the image grants a +1 item bonus to any Recall Knowledge check regarding the creature.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Kushtaka Relic", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3261", + "summary": "These relics come in many forms, as the only requirement is they were owned by a human who transformed into a kushtaka. Used as a catalyst for spirit blast against a target possessing another creature, a kushtaka relic attempts to banish such a spirit. A creature who fails the Fortitude save against spirit blast has its grasp on its possessed target weakened. The result of the possessed creature's next Will save against the possession effect is improved by one degree. A creature who is possessing another and critically fails the Fortitude save against spirit blast takes damage and then is banished from the body it was possessing.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Lacquered Waist Drum", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3171", + "summary": "This hourglass-shaped drum has two heads, each of which produces a different sound when struck. When played together, the resonance of the two sounds is effective in repelling evil spirits. This drum can be played as an instrument, granting a +2 item bonus to Performance.", + "activation": "three-actions] Interact; Frequency once per hour; Effect You raucously play both heads of the drums, accompanied with shouting and dancing. This display generates a pulse of positive energy in a 30-foot emanation from you. All undead creatures within this area must attempt a DC 28 Fortitude save." + }, + { + "name": "Ladder (10 ft.)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=2729", + "summary": "" + }, + { + "name": "Lady's Blessing Oil", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Plants", + "bulk": "L", + "url": "/Equipment.aspx?ID=1661", + "summary": "Lady's blessing oil is favored by Pharasmin healers who ease the transitions of life. You can Activate the item as part of the same activity you use to Administer First Aid to stabilize a creature. If you use lady's blessing oil, the DC of the check to Administer First Aid is reduced to the creature's recovery roll DC, rather than 5 + the recovery roll DC. However, if you roll a failure on the check, you get a critical failure instead.", + "activation": "Administer First Aid" + }, + { + "name": "Lady's Chalice", + "trait": "Conjuration, Divine, Good, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1546", + "summary": "This silver chalice bears the symbol of Pharasma, a swirling cloud that transforms into a flight of whippoorwills that encircle the top. The chalice can be activated in one of two ways, though only once per day total." + }, + { + "name": "Lambent Perfume", + "trait": "Censer, Fire, Magical", + "item_category": "Censer", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2605", + "summary": "This ceramic incense burner is shaped like a three-headed ibis in the form of Atreia, spreading his wings and preparing to take flight; it hangs on a thin, golden chain.", + "activation": "Light Incense [two-actions] (aura, manipulate); Cost incense worth at least 1 sp; Frequency once per day; Effect Sparkling golden mist escapes the ibis's open beaks, spreading in a 20-foot emanation. This perfume mist is calming and restorative. A creature that ends its turn within the censer's smoke while sickened or under an affliction can attempt a new saving throw to overcome it. A creature with multiple afflictions, or that is both sickened and has an affliction, chooses one to attempt to overcome each time it ends its turn in the aura. After attempting a new saving throw against an affliction, a creature is temporarily immune to lambent perfume for the purpose of overcoming that affliction for 24 hours." + }, + { + "name": "Lamentation of the Faithless", + "trait": "Artifact, Divine, Magical, Unholy, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3852", + "summary": "The weapon wielded in battle by Szuriel, Rider of War, is a perpetually blood-covered blade that has taken more lives than even the gods can count. Lamentation of the Faithless is a +4 major striking speed unholy greatsword with a blade of unyielding jet-black steel that absorbs all incident light, counteracting all light effects in a 15-foot radius with a +37 modifier as long as the weapon is unsheathed. Any creature within range attempting to use a spell or ability with the light trait must first succeed at a DC 15 flat check, or the attempt fails. Whenever the blade strikes and deals damage to a living creature, its wielder regains 1d12 Hit Points.", + "activation": "Lo and Behold [one-action] (manipulate, unholy, visual); Frequency once per day; Effect You raise Lamentation of the Faithless high above the battlefield, presenting its terrible glory for all to witness. All creatures within 60 feet that are able to see the sword must attempt a DC 50 Will save. Creatures with the unholy trait are immune to this effect, but creatures with the holy trait take a –2 status penalty on this save." + }, + { + "name": "Lantern (Bull's-Eye)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2730", + "summary": "A bull's-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet)." + }, + { + "name": "Lantern (Hooded)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2730", + "summary": "A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an Interact action." + }, + { + "name": "Lantern of Empty Light", + "trait": "Enchantment, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=916", + "summary": "It's said that the pale blue light of this eldritch lantern shines from another dimension or even is linked, somehow, to the glow of a ghost when it is consumed by the Outer Goddess Nhimbaloth. A lantern of empty light is not intrinsically an evil item, though it remains a favored tool of those who would manipulate the minds of others for sinister reasons. It can be used as a normal bull's-eye lantern, but prolonged use tends to instill in the user a vague sense of being watched by unseen eyes.", + "activation": "two-actions] Interact; Frequency once per day; Effect You direct the lantern's light upon a single incorporeal undead creature within 60 feet to siphon away some of the creature's essence, dealing 4d8 positive damage to the creature (DC 20 basic Will save)." + }, + { + "name": "Large Bore Modifications", + "trait": "Uncommon", + "item_category": "Customizations", + "item_subcategory": "Firing Mechanisms", + "bulk": "1", + "url": "/Equipment.aspx?ID=1223", + "summary": "These modifications include a heavier stock and larger replacement barrel designed to increase the stopping power of firearms. Large bore modifications can only be applied to firearms with the kickback or scatter traits, and attaching large bore modifications takes 1 hour, though this time can overlap with the standard time required to maintain and clean your firearm to prevent misfires." + }, + { + "name": "Lastwall Soup", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=516", + "summary": "Crimson Reclaimers make this rich, hearty soup using herbs that baffle the senses of the undead. A bowl of Lastwall soup is as nourishing as a full meal. In addition, for 1 hour after consuming a bowl of Lastwall soup, you gain a +2 item bonus to Stealth checks and DCs against undead.", + "activation": "minute (Interact)" + }, + { + "name": "Laurel of the Empath", + "trait": "Apex, Fortune, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2139", + "summary": "This silvery, woven ring of leaves sits on top of the head. While wearing it, when you roll Perception for initiative, you can roll twice and take the higher result. This is a fortune effect. Whenever you spend at least 1 minute talking with a living creature, you automatically become aware of its attitude toward you. When you invest the laurel, you either increase your Wisdom modifier by 1 or increase it to +4, whichever would give you a higher value.", + "activation": "minutes (concentrate, fortune, mental); Frequency once per day; Effect You spend 10 minutes talking with one living creature, conversing in inspirational, religious, or philosophical terms. You gain valuable insights into the personality of your target—their hopes, dreams, and fears. When the ritual is over, you gain a +4 item bonus to all Perception checks made concerning the target for one month. Also, the target gains inspirational insight, allowing the target to use one of the two reactions listed above once during the next 24 hours." + }, + { + "name": "Lawbringer's Lasso", + "trait": "Evocation, Lawful, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1598", + "summary": "This enchanted lasso is a net 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." + }, + { + "name": "Leadenleg", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3339", + "summary": "Once injected, this synthetic toxin sinks into the extremities, numbing them nearly to paralysis. Saving Throw DC 20 Fortitude; Maximum Duration …", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Leaper's Elixir (Greater)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=95", + "summary": "This tingly solution increases the elasticity and contraction of your leg muscles. For 1 minute after drinking this elixir, you can High Jump or Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).", + "activation": "one-action] Interact" + }, + { + "name": "Leaper's Elixir (Lesser)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=95", + "summary": "This tingly solution increases the elasticity and contraction of your leg muscles. For 1 minute after drinking this elixir, you can High Jump or Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).", + "activation": "one-action] Interact" + }, + { + "name": "Leash", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animal Caretaking Gear", + "bulk": "", + "url": "/Equipment.aspx?ID=1703", + "summary": "" + }, + { + "name": "Leather", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1774", + "summary": "" + }, + { + "name": "Leeching Fangs", + "trait": "Consumable, Healing, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3886", + "summary": "A set of leeching fangs is a metal sculpture in the form of a fanged maw, and when applied to a weapon, it causes the weapon or its ammunition to grow numerous mouths filled with serrated teeth. Leeching fangs establish a metaphysical link between the life force of the wielder of the weapon it’s applied to and those it damages. Whenever you deal Hit Point damage to a living creature with a weapon under the effect of leeching fangs, you heal yourself half the amount of Hit Point damage dealt. This cannot heal you above your maximum number of Hit Points.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Legerdemain Handkerchief", + "trait": "Extradimensional, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2194", + "summary": "This frilled, silvery-gray handkerchief is a stylish tool for personal hygiene by all appearances, but it can be used to covertly make very small items vanish.", + "activation": "one-action] (manipulate); Requirements The handkerchief is entirely covering an item of negligible Bulk; Effect The handkerchief transports the item it covers into its extradimensional space. The handkerchief can hold only one item within its extradimensional space at a time, so any item taken is replaced by any item already within the space. You can also use this action to expel an item already within the extradimensional space without replacing it. This activation can't be used on an attended item unless the creature with that item allows it. Placing the handkerchief over an item typically takes an Interact action." + }, + { + "name": "Lesser Aetheric Irritant", + "trait": "Consumable, Gadget, Sonic, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3565", + "summary": "An aetheric irritant is a chime that can emit a subsonic frequency that otherworldly beings find unpleasant. When you Activate an aetheric irritant, you sound the chime and place it on the ground in a square within your reach. Creatures with the fey, spirit, or undead traits must attempt a Will save when they enter the affected area and at the beginning of every turn they are in the affected area. Those who fail the save treat the area as difficult terrain until the beginning of their next turn. A creature that critically succeeds at the save is immune to all aetheric irritants for 24 hours. An aetheric irritant continues to hum until it shakes itself to pieces after 10 minutes of being activated or it is moved, whichever comes first.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Lesser Antifungal Salve", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3747", + "summary": "This foul-smelling pink paste is traditionally kept in a tightly sealed jar. Spreading the salve on exposed skin grants an item bonus to saving throws against all afflictions that have the fungus trait or that originate from creatures with the fungus trait. The bonus lasts for 6 hours.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Lesser Aurochs' Might Tattoo", + "trait": "Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3738", + "summary": "The auroch depicted by this tattoo is a powerful symbol of strength and resilience. When upgraded, the tattoo expands to depict an increasingly imposing herd of aurochs.", + "activation": "Aurochs Charge [two-actions] (concentrate); Frequency once per day; Effect You Stride twice and make a melee Strike against a creature within your reach at any point during your movement. If the Strike hits and deals damage, the target attempts a DC 24 Fortitude save to avoid being toppled by the impact." + }, + { + "name": "Lesser Banner of Creeping Death", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3903", + "summary": "The very fabric of this off-putting magical banner seems to be rotting with a slick, foul texture. Traditionally, these banners were created from the uniforms of fallen enemy troops, but this is considered a cruel and dishonorable practice by many modern nations. While holding a banner of creeping death, you can use the following ability.", + "activation": "Void’s Embrace [one-action] (concentrate, void); Frequency once per minute; Effect A massive wave of void energy floods out from the banner in all directions. All living creatures within the banner’s aura take 1d4+1 void damage (DC 19 basic Fortitude save)." + }, + { + "name": "Lesser Bougainvillea Blossom", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3723", + "summary": "This pink flower has long, slender thorns along the stem. The flower can be used as a catalyst when casting an entangling flora spell, which causes the affected plants to sprout long thorns and vibrant pink blossoms. The area becomes hazardous terrain, dealing the listed piercing damage to an enemy each time it enters an affected square.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Lesser Cleft Head Marking", + "trait": "Invested, Magical, Rare, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3739", + "summary": "Caution and misdirection are the hallmarks of your hold. You’ve encountered more travelers than most of Belkzen’s holds ever see, and you need to understand how to deal with them. You’re a proud member of the Cleft Head Hold or have been found worthy of wearing their mark. This tattoo is a crooked line that begins high above one eye and zigzags toward your mouth. The tattoo’s grim appearance can help mask your true motivations. You gain a +1 item bonus to Deception checks to Feint.", + "activation": "Unexpected Strike [free-action] (concentrate); Frequency once per day; Trigger You Strike a creature that has the off-guard condition with a weapon attack; Effect You deal an extra 1d6 precision damage to the target." + }, + { + "name": "Lesser Crimson Godsblood Serum", + "trait": "Consumable, Magical, Potion, Rare", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=3762", + "summary": "Though it contains but a tiny drop of Gorum’s blood, drinking this thick, swirling potion fills the user with divine wrath and resilience. While under the effect of the potion, you gain a status bonus to physical damage rolls for 1 minute. The first time during that minute you’re reduced to 0 Hit Points but not immediately killed, you avoid being knocked out, regain the listed amount of Hit Points, and become confused for 1 round, and your wounded condition increases by 1.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Lesser Cube of Nex", + "trait": "Artifact, Evocation, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1804", + "summary": "A Lesser Cube of Nex acts as a cube of force, but the effect lasts until you press the sixth face to Dismiss it, and the activation can be used once per hour. You must first Dismiss any previous activation before you use it again. Additionally, each Lesser Cube of Nex is attuned to a single school of magic. Within 5 feet of the Lesser Cube, all magic from that school is suppressed or impossible to cast, with the effects of a 10th-level antimagic field spell. While there are eight Lesser Cubes of Nex, each of the artifacts is unique, as there's only one Lesser Cube of Nex for each school of magic." + }, + { + "name": "Lesser Defoliation Bomb", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon, Void", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3721", + "summary": "This brightly painted ceramic sphere contains chemicals that cause plants to wither and die. A defoliation bomb deals the listed void damage, persistent void damage, and splash damage to all plants in the area. Non-creature plants in the area immediately wither and die. Many types grant a bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d6 void damage, 1d4 persistent void damage, and 1 void splash damage." + }, + { + "name": "Lesser Durian Bomb", + "trait": "Alchemical, Bomb, Consumable, Olfactory, Plant, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3734", + "summary": "Whereas a durian’s aroma ranges from pleasant to revolting depending on the person, a durian bomb is a fruit that’s been alchemically modified for maximum revulsion. Many types of this bomb grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d4 piercing damage, and the DC is 15." + }, + { + "name": "Lesser Flowing Water", + "trait": "Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3740", + "summary": "The Flood Truce is a season of relative peace, and this tattoo of a river can soothe your temper when you might otherwise lash out. You gain a +1 item bonus to Diplomacy checks made against orcs who honor the Flood Truce.", + "activation": "Embody the Truce [reaction] (concentrate); Frequency once per day; Trigger A mental effect would compel you to harm an ally or bystander; Effect Attempt a counteract check with a counteract rank of 2 to end the effect." + }, + { + "name": "Lesser Inflammation Flask", + "trait": "Acid, Alchemical, Bomb, Consumable, Disease, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3731", + "summary": "This flask contains a caustic irritant that makes a target’s skin, scales, or carapace extremely sensitive to further nicks and burns. An inflammation flask deals the listed acid damage and acid splash damage. On a hit, the target also gains weakness to acid, fire, and slashing damage for 3 rounds. Many types of inflammation flask grant a bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d6 acid damage and 1 acid splash damage. The target gains weakness 1 to acid, fire, and slashing damage, and the Medicine DC is 17." + }, + { + "name": "Lesser Irritating Seedpod", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3735", + "summary": "When you crack open this soft, spongy seedpod, you can use it as a catalyst when casting a mist spell. When you do, irritating pollen fills the area for the spell’s duration. Creatures in the area must attempt a Fortitude saving throw at the listed DC to avoid sneezing uncontrollably. On a failed save, the creature gains the listed condition for the listed time. A creature that succeeds at this saving throw becomes temporarily immune to the irritating seedpod’s pollen for 10 minutes.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Lesser Maelstromic Destabilizer", + "trait": "Consumable, Gadget, Spirit, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3567", + "summary": "A maelstromic destabilizer is a whirling gyroscope of burnished bronze and glass. It strengthens the bonds that hold a creature to this world by weakening those same bonds to every other nearby creature. When activated, the destabilizer emits a constant pleasant chime as it spins. For the next minute, the creature holding the gadget gains the listed resistance to spirit damage, while all creatures not immune to spirit damage in a 10-foot emanation gain the listed weakness to spirit damage.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Lesser Nail Bomb", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3722", + "summary": "This pressurized iron casing bursts open when struck, releasing cold iron shrapnel. The bomb deals the listed piercing damage and piercing splash damage from a cold iron source. Many types grant a bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 2d4 piercing damage and 1 piercing splash damage." + }, + { + "name": "Lesser Necrotic Cap", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3729", + "summary": "You can use this slimy, rotting mushroom as a spell catalyst when you cast an acid grip spell by tapping it against the target, causing the mushroom to release a cloud of necrotic spores. When you do, acid grip loses the acid trait, gains the fungus trait, and all acid damage the spell deals becomes void damage. On a hit, the target additionally gains the enfeebled and sickened conditions, with the listed values, as the spores consume their flesh. As long as the target is taking persistent void damage, they can’t reduce the value of their sickened condition below 1." + }, + { + "name": "Lesser Portable Seal", + "trait": "Consumable, Gadget, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3569", + "summary": "A portable seal is a stiff framework of copper wires and strategically placed hinges, so that when the device is snapped open it forms an instant geometric design. A tiny Stasian coil is attached, which when activated runs a mixture of occult energy and high-voltage electricity through the wire. The design covers a 5-foot burst when unfolded and must be unfolded into an area free of major obstructions such as rocks or hostile creatures. When a creature with the summoned trait attempts to enter the seal’s area or make a melee Strike against a creature in that area, the summoned creature must attempt a Will save.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Lesser Quartz-Coil Rail Transport", + "trait": "Consumable, Electricity, Gadget, Teleportation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3570", + "summary": "his odd metal rod is often misinterpreted as a mechanical wand of some kind. Any gadgeteer or mage will be able to elaborate on the fact that magic …", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Lesser Rending Gauntlets", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3741", + "summary": "These heavy gloves are reinforced with thick animal hide and sharpened bone.", + "activation": "Shredding Finisher [one-action] (manipulate); Frequency once per hour; Requirements You hit the same creature with two unarmed Strikes in the same round; Effect The gauntlets’ spikes dig into the creature just before you tear them free, dealing the listed piercing damage." + }, + { + "name": "Lesser Roc-Shaft Arrow", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3744", + "summary": "Each of these arrows is made from an immense roc’s flight feather, most of whose vanes have been trimmed to expose the arrow’s shaft. When an activated roc-shaft arrow hits a target, the arrow briefly grows a pair of avian wings and attempts to carry off the target. The target must succeed at a Fortitude save or be moved to a space you choose within an area determined by the arrow’s type; if the target critically fails, the arrow can move them an additional 10 feet. If this would move the target into a hazardous space, this effect gains the incapacitation trait.", + "activation": "one-action] Interact" + }, + { + "name": "Lesser Skitter Knot", + "trait": "Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3719", + "summary": "Carved from an arboreal’s knuckle, this wooden torus can be activated despite your being unconscious. The knot then sprouts several roots that arch over your body like a spider’s legs. These lift you a few inches off the ground before Striding and carrying you with them. The roots prioritize taking you away from obvious harm, though as a reaction, an ally who speaks Arboreal can command the roots to carry you to a particular point within range.", + "activation": "free-action] envision; Trigger You are dying at the beginning of your turn." + }, + { + "name": "Lesser Spider Satchel", + "trait": "Alchemical, Bomb, Consumable, Poison, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3732", + "summary": "The Verduran Forest’s tiny tent-trap spider lays her eggs in a pyramidal web, and her young hatch only in response to intense vibration, such as the struggles of an ensnared insect or even songbird. Sadistic alchemists gather and augment these eggs, packing them in silken satchels that disgorge thousands of biting spider babies on impact. Many types of spider satchel grant a bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d6 persistent poison damage , 1 poison splash damage, and fascinates the target while the persistent damage lasts." + }, + { + "name": "Lesser Swapping Stone", + "trait": "Conjuration, Consumable, Magical, Teleportation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=944", + "summary": "This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within 100 feet. The stone then casts dimension door on you and transports you to itself. This destroys the stone.", + "activation": "one-action] Interact" + }, + { + "name": "Lesser Tangibility Resonator", + "trait": "Consumable, Gadget, Sonic, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3572", + "summary": "One of the stranger devices to come out of the University of Lepidstadt is a twisted glass contraption that hums with electricity. This vibration is harmless to most but is massively disruptive to the locomotion of incorporeal creatures. When activated, one incorporeal creature within 15 feet must attempt a DC 19 Fortitude saving throw. Once used, the vibrations cause the glass to shatter.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Lesser Tenderizer Grenade", + "trait": "Acid, Alchemical, Bomb, Consumable, Plant, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3736", + "summary": "Made from the acidic flesh of an especially astringent fruit found on the Plane of Wood, this bomb’s contents soften, oxidize, and season whatever they touch. Many types of this bomb grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d6 acid damage." + }, + { + "name": "Lesser Vanishing Shocker", + "trait": "Consumable, Electricity, Gadget, Illusion, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3573", + "summary": "The vanishing shocker is a cube with extruding spikes at each corner. This inscrutable device channels occult energy through the electricity it produces, creating the result of invisible lighting. When activated, the cube floats above your head, creating a field of invisible electricity in a 10-foot emanation that lasts for 1 round. You and creatures within the emanation are concealed. Creatures that enter or start their turn within the area must attempt a DC 22 Reflex save.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Lesser Wood-Rotted Root", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3730", + "summary": "This palm-sized chunk of wood it rotting, and riddled with mold and fungi. You can crush this wood to use it as a spell catalyst when you cast a oaken resilience. When you do, the bark that covers your skin is rotting, and emits a small cloud of spores whenever your hurt. For the duration, whenever you take physical damage, your rotting bark skin emits a cloud of spores in the listed emanation. Creatures in the area must attempt a Fortitude save at the listed DC to avoid taking the listed poison damage.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Lethargy Poison", + "trait": "Alchemical, Consumable, Incapacitation, Injury, Poison, Sleep, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3340", + "summary": "Lethargy poison is commonly used in hit-and-run tactics by attackers who want their victims alive; the ambusher retreats until the poison sets in and the victim falls unconscious. Further exposure to lethargy poison doesn't require the target to attempt additional saving throws; only failing a saving throw against an ongoing exposure can progress its stage.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Liar's Board", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2555", + "summary": "This clockwork game board contains 6 hidden compartments that can be opened by moving the game pieces in specific, preset patterns. Each chamber has a unique combination, and only one chamber can be opened at a time. Once a chamber is opened, a new combination can be set as a 1-minute activity. You can identify a Liar's Board as a clockwork device with a successful DC 25 Perception check, and you can find an individual hidden compartment with a successful DC 30 Perception check. The GM rolls a d6 to determine which chamber is discovered, rolling again if the result is one you're already aware of. You can force open a compartment you've identified with a successful DC 30 Thievery check, but tampering will be obvious unless you critically succeed at the check. If you spend at least 1 hour examining the game board, you can instead attempt to deduce the correct combination to open a compartment with a successful DC 30 Society or Games Lore check." + }, + { + "name": "Liar's Demise", + "trait": "Consumable, Contact, Divine, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=830", + "summary": "This thick orange cream quickly seeps into skin. In addition to causing painful swelling in the brain, liar's demise compels the victim to speak only the truth. While under the effect of liar's demise, you take the listed poison damage and mental damage for any time you voluntarily and knowingly tell a lie, due to the poison's increased blood pressure to your brain. You take this damage once per round, even if you lie several times in rapid succession. You're aware of this effect and can choose to not answer or give only evasive, technically truthful, answers; this is a mental effect.", + "activation": "one-action] Interact" + }, + { + "name": "Liar's Lexicon", + "trait": "Enchantment, Grimoire, Magical, Rare", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3450", + "summary": "The covers of this book are bound in scratchy, purple leather—hide harvested from a mind-manipulating wormlike monster known as a seugathi. The margins of this grimoire contain hundreds of tips and notes to avoid having your lies discovered. When you prepare spells from a liar's lexicon, you gain a +2 item bonus to Deception checks to Lie.", + "activation": "one-action] envision (metamagic); Frequency once per day; Effect If your next action is to cast a spell that has the emotion trait, your skill at manipulation and exploiting emotion enhance the spell. The spell gains the linguistic trait. Attempt a Deception check to Lie as you cast the spell against the Perception DC of all those observing you. Those you succeed against think you were merely talking, not casting a spell on a creature." + }, + { + "name": "Librarian Staff", + "trait": "Extradimensional, Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2254", + "summary": "A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Librarian Staff (Greater)", + "trait": "Extradimensional, Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2254", + "summary": "A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Librarian's Baton", + "trait": "Detection, Divination, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1466", + "summary": "A crystal pendulum hangs loosely from a delicate cord connecting the tips of this Y-shaped wooden baton. Such batons are often used by librarians who have problems with customers (or thieves) who can't be trusted to return the books they borrow, but they're equally valuable to wizards who are particularly worried about having ther spellbooks stolen.", + "activation": "two-actions] envision, Interact; Frequency once per hour; Effect When you activate the librarian's baton, concentrate on one of the books to which the baton is attuned. The crystal pendulum moves of its own volition, pointing directly toward the location of the book you were concentrating on as a long as the book is within 25 miles of you. If the book is further away than this, or if the book has been damaged enough that it's no longer attuned, you learn only that the book is out of range or damaged, as appropriate. You can Sustain this activation up to 1 minute, during which time you can sense whether the target book is in motion, is in a creature's possession, or enters the possession of a different creature. However, you can't determine the identities of such creatures" + }, + { + "name": "Lich Dust", + "trait": "Alchemical, Consumable, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=121", + "summary": "Dust salvaged from the remains of a destroyed lich has paralytic properties that make it a valuable poison. Saving Throw DC 28 Fortitude; Onset …", + "activation": "one-action] Interact" + }, + { + "name": "Lich Soul Cage", + "trait": "Arcane, Necromancy, Negative, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=488", + "summary": "This item is crafted by a spellcaster who wishes to become a lich. When a lich is destroyed, its soul flees to the soul cage. The soul cage then rebuilds the lich's undead body over the course of 1d10 days. Afterward, the lich manifests next to the soul cage, fully healed and in a new body (therefore, it lacks any equipment it had on its old body). A lich's soul cage must be destroyed to prevent a lich from returning." + }, + { + "name": "Lieutenant's Sash", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3969", + "summary": "You wear a brightly colored sash around your waist as a symbol of your new position. You’re bound to make mistakes in this role, but if you can learn from them, perhaps you’ll live long enough to become an officer. If you trigger a reaction from an enemy or a hazard, you gain a +1 circumstance bonus to saving throws you attempt as a result of that reaction and a +1 circumstance bonus to your AC against attacks made during that reaction.", + "activation": "Heads Up! [reaction] (concentrate); Frequency once per hour; Trigger One of your allies triggers a reaction from an enemy or a hazard; Effect You share your hard-earned experience with your ally, giving them a +1 circumstance bonus to saving throws they attempt as a result of that reaction and a +1 circumstance bonus to their AC against attacks made during that reaction." + }, + { + "name": "Life Salt", + "trait": "Consumable, Divine, Positive", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=1540", + "summary": "This crystal vial contains salts blessed by channeling life-giving energies into waters purified by holy fire. You can activate this vial by throwing it as a Strike. It's a simple thrown ranged weapon with a range increment of 10 feet. Unlike an alchemical bomb, it doesn't add the manipulate trait to the attack made with it. On a hit against an undead, life salt deals 1 persistent positive damage, and the undead must succeed at a DC 20 Will save or be unable to attack you as long as it continues taking the persistent positive damage. If you use a hostile action against any undead, this second effect ends, and the undead can attack you normally.", + "activation": "one-action] Strike" + }, + { + "name": "Life Shot (Greater)", + "trait": "Alchemical, Consumable, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1899", + "summary": "Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is off-guard against it.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Life Shot (Lesser)", + "trait": "Alchemical, Consumable, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1899", + "summary": "Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is off-guard against it.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Life Shot (Major)", + "trait": "Alchemical, Consumable, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1899", + "summary": "Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is off-guard against it.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Life Shot (Minor)", + "trait": "Alchemical, Consumable, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1899", + "summary": "Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is off-guard against it.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Life Shot (Moderate)", + "trait": "Alchemical, Consumable, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1899", + "summary": "Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is off-guard against it.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Life Shot (True)", + "trait": "Alchemical, Consumable, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1899", + "summary": "Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is off-guard against it.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Life-Boosting Oil (Greater)", + "trait": "Consumable, Healing, Magical, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2071", + "summary": "When you apply sticky, stinging life-boosting oil, you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Life-Boosting Oil (Lesser)", + "trait": "Consumable, Healing, Magical, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2071", + "summary": "When you apply sticky, stinging life-boosting oil, you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Life-Boosting Oil (Major)", + "trait": "Consumable, Healing, Magical, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2071", + "summary": "When you apply sticky, stinging life-boosting oil, you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Life-Boosting Oil (Moderate)", + "trait": "Consumable, Healing, Magical, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2071", + "summary": "When you apply sticky, stinging life-boosting oil, you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Lifeblight Residue", + "trait": "Consumable, Divine, Injury, Poison, Uncommon, Virulent", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=831", + "summary": "This black slime is carefully culled from coffins and sarcophagi used by the undead, and is then distilled and combined with necromantic energy, creating a dangerous sludge that leeches life force as aggressively as it rots flesh.", + "activation": "two-actions] Interact" + }, + { + "name": "Lifting Belt", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3091", + "summary": "This wide leather belt grants you a +1 item bonus to Athletics checks and increases the amount you can easily carry. You can carry Bulk equal to 6 + your Strength modifier before becoming encumbered, and you can hold and carry a total Bulk up to 11 + your Strength modifier.", + "activation": "Assisted Lift [two-actions] (manipulate); Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes—you just ignore that weight. The effect lasts until the end of your next turn." + }, + { + "name": "Light Writer", + "trait": "Clockwork, Evocation, Light, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=1152", + "summary": "The light writer is a cutting edge invention, first created in Absalom in late 4721, combining magic and clockwork innovation to allow its operator to create a true-to-life, monochromatic portrait of people or a scene over the course of 20 minutes of exposure. It consists of two flat metal squares, one larger than the other, connected by a tube of leather similar to that found on a bellows. The smaller square, which sits at the front of the device, has a small glass lens in the center of it. The larger square contains a specially treated metallic plate on the inside; its exterior also has both a small control stick connected via flexible wire, and a small metal tube attached to the top and pointing forward. The user presses a button on the control stick to activate the light writer. Upon activation, magical light illuminates the tube, producing a steady light for 20 minutes. This light is captured by the lens and projected onto the metal plate, slowly creating an image of the scene in front of the lens. The plate can then be removed, allowing the image to be displayed anywhere the owner desires. The light writer is mounted on a tripod and must be perfectly still during operation to prevent any defects from appearing in the plate image. If creating a captured image of a living creature, it is equally important for that creature to remain still throughout the process, to avoid a ghostlike blurring of the final image." + }, + { + "name": "Lightning Rod Shot", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2053", + "summary": "Made from a shaft of silver with a gleaming copper tip, the lightning rod shot crackles with electricity as it flies through the air. When a lightning rod shot strikes a target, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, it falls to the ground and becomes inactive. If the target of this shot is within 10 feet of any creature or target that takes electricity damage, the target of this shot takes 1 electricity damage for each die of damage taken by the nearby creature or target. If the target of this shot takes electricity damage from a spell or attack, it also takes 1 additional electricity damage for each die of damage dealt. If the spell or attack allows a saving throw to reduce the damage, the target of this shot takes a –1 circumstance penalty to the save. This shot remains active for 1 minute, after which it falls to the ground and crumbles to dust.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Lightweave Scarf", + "trait": "Magical, Spellheart, Visual", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2234", + "summary": "The first of these strips of glittering cloth was worn by a monk from Jinin who would interweave it into his handwraps of mighty blows. The spell DC of any spell cast by activating this item is 24.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast confusing colors." + }, + { + "name": "Lightweave Scarf (Greater)", + "trait": "Magical, Spellheart, Visual", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2234", + "summary": "The first of these strips of glittering cloth was worn by a monk from Jinin who would interweave it into his handwraps of mighty blows. The spell DC of any spell cast by activating this item is 24.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast confusing colors." + }, + { + "name": "Lightweave Scarf (Major)", + "trait": "Magical, Spellheart, Visual", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2234", + "summary": "The first of these strips of glittering cloth was worn by a monk from Jinin who would interweave it into his handwraps of mighty blows. The spell DC of any spell cast by activating this item is 24.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast confusing colors." + }, + { + "name": "Limning Gem", + "trait": "Consumable, Light, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3887", + "summary": "This luminescent white gem glows from within, and a weapon it’s applied to gains its inner radiance, shedding dim light in a 10-foot radius. Successful Strikes with a weapon affected by a limning gem outline the target in a bright white light; if the target was invisible, it becomes concealed instead. This light lasts until the end of your next turn or for the remainder of the limning gem’s duration on a critical hit.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Linguist's Dictionary", + "trait": "Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2180", + "summary": "PFS Note Items with effects that have an undetermined duration, end their effects at the end of a scenario or adventure unless specifically stated otherwise by the campaign rules.", + "activation": "free-action] (concentrate); Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire that allows understanding of another language, such as translate or truespeech; Effect The grimoire absorbs knowledge of one language translated this way (caster’s choice if more than one), allowing its bearer to communicate on a rudimentary level in that language even after the spell’s duration has elapsed. The linguist’s dictionary can hold one language at a time." + }, + { + "name": "Linguist's Dictionary (Greater)", + "trait": "Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2180", + "summary": "PFS Note Items with effects that have an undetermined duration, end their effects at the end of a scenario or adventure unless specifically stated otherwise by the campaign rules.", + "activation": "free-action] (concentrate); Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire that allows understanding of another language, such as translate or truespeech; Effect The grimoire absorbs knowledge of one language translated this way (caster’s choice if more than one), allowing its bearer to communicate on a rudimentary level in that language even after the spell’s duration has elapsed. The linguist’s dictionary can hold one language at a time." + }, + { + "name": "Lini's Leafstick", + "trait": "Magical, Plant, Staff, Transmutation, Unique", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1001", + "summary": "This staff was created as an example of the personal staves rules . Moss and winding vines give this gnarled staff of wild wood a vibrant green …", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Lion Badge", + "trait": "Abjuration, Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1498", + "summary": "This plain wooden badge has the face of a roaring lion etched onto its surface. When you activate this talisman, reduce the value of your frightened condition by 1 (to a minimum of 0). When this talisman is used, the image of the lion fades and the item becomes a plain, non-magical wooden badge.", + "activation": "free-action] envision; Trigger You gain the frightened condition as a result of a Will save; Requirements You're an expert in Will saves." + }, + { + "name": "Lion Claw", + "trait": "Consumable, Magical, Talisman, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1024", + "summary": "This dried claw from a mighty beast bestows upon you the ability of a predator. When you activate the claw, you learn to pounce on your prey in one fluid motion. You Stride and then Strike with the affixed weapon against one creature you were undetected by. You remain undetected by the creature until after you Strike.", + "activation": "one-action] Interact; Requirements You're undetected by a creature and are a master in Stealth." + }, + { + "name": "Lion's Call", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3777", + "summary": "Given only to highly trusted agents by the grand princes back when Lion Blades protected the Primogen Crown, these historic +1 striking authorized shortswords allow a Lion Blade wielder to locate resources.", + "activation": "Echo the Call [reaction] (arcane, concentrate); Frequency once per day; Trigger A creature locates you using another lion’s call; Effect You immediately learn the location and appearance of the triggering creature. You can communicate telepathically with the triggering creature while you remain within 1 mile of each other for the next hour." + }, + { + "name": "Liquid Gold", + "trait": "Consumable, Evocation, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1587", + "summary": "This glass vial containing liquid gold is fastened to a weapon by a fine gold chain.", + "activation": "free-action] Interact; Trigger You roll for initiative; Requirements You're an expert in Stealth." + }, + { + "name": "Liquid Gold (Greater)", + "trait": "Consumable, Evocation, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1587", + "summary": "This glass vial containing liquid gold is fastened to a weapon by a fine gold chain.", + "activation": "free-action] Interact; Trigger You roll for initiative; Requirements You're an expert in Stealth." + }, + { + "name": "Liver Bloodstone of Arazni", + "trait": "Artifact, Divine, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3784", + "summary": "The Liver Bloodstone of Arazni represents confidence. While holding the Liver Bloodstone , you feel more certain in your abilities. ", + "activation": "Arazni's Fervor [two-actions] (concentrate, manipulate); Frequency once per day; Requirements You worship Arazni or are favored by her; Effect You hold the Liver Bloodstone aloft, and the Bloodstone glows with crimson light, filling you and your allies with Arazni’s wrath. The Liver Bloodstone casts bless. For the next minute, you can use a free action at the beginning of each of your turns to increase the spell’s emanation radius by 10 feet. You can’t increase the emanation’s radius in any other way." + }, + { + "name": "Living Leaf Weave", + "trait": "Alchemical, Healing, Plant", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "1", + "url": "/Equipment.aspx?ID=1978", + "summary": "This suit of leaf weave armor is specially modified to metabolize the alchemical accelerants in medicinal compounds. A special receptacle in the armor can hold an elixir of life, which takes 3 Interact actions to install.", + "activation": "one-action] (manipulate); Requirements An elixir of life is installed in the armor; Effect Slithering vines grow from the armor, granting an item bonus to Athletics checks to Grapple, to your Fortitude DC to resist Grapple, Disarm, or Shove attempts, and to your Reflex DC to resist Trip attempts. The bonus is equal to the elixir’s item bonus, and lasts for 3 rounds. The activation uses up the elixir, and the armor can’t be activated again until a new one is installed." + }, + { + "name": "Living Mantle", + "trait": "Focused, Invested, Plant, Primal", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3092", + "summary": "The base of this cloak is a thick layer of moss, but it slowly picks up native plants from each area it spends time in. You gain a +2 item bonus to Nature checks. You also suffer no effects from severe cold and severe heat.", + "activation": "Druidic Secrets [free-action] (concentrate); Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast an order spell. If you don't spend this Focus Point by the end of this turn, it is lost." + }, + { + "name": "Living Mantle (Greater)", + "trait": "Focused, Invested, Plant, Primal", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3092", + "summary": "The base of this cloak is a thick layer of moss, but it slowly picks up native plants from each area it spends time in. You gain a +2 item bonus to Nature checks. You also suffer no effects from severe cold and severe heat.", + "activation": "Druidic Secrets [free-action] (concentrate); Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast an order spell. If you don't spend this Focus Point by the end of this turn, it is lost." + }, + { + "name": "Lizard", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1684", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Lizard (X's)", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1684", + "summary": "Named after the druid that popularized them, these black-and-white lizards have substantial stomachs and a rather slow digestive system. X trained …" + }, + { + "name": "Loaded Dice", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1333", + "summary": "A nigh-infinite assortment of games exist in Golarion. Simple games, including dice, a deck of cards, or dominoes, cost 5 sp. Board games vary in cost from 1 gp for dexterity games like Bungle, 3 gp for colorful children's games like Cauldron Quest, and 5 gp for complex strategy games like Kingmaker and Abendego Raiders. Lavish game sets can cost much more than these prices, as they are made of expensive components and are intricately crafted works of art unto themselves." + }, + { + "name": "Loaded Dice", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3582", + "summary": "These dice are weighted on one side to ensure they always land with the desired number facing up. Loaded dice grant you a +1 item bonus to Games Lore checks to gamble with the dice." + }, + { + "name": "Lock (Average)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2731", + "summary": "Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40." + }, + { + "name": "Lock (Good)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2731", + "summary": "Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40." + }, + { + "name": "Lock (Poor)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2731", + "summary": "Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40." + }, + { + "name": "Lock (Simple)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2731", + "summary": "Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40." + }, + { + "name": "Lock (Superior)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2731", + "summary": "Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40." + }, + { + "name": "Locket of Love Left Behind", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3970", + "summary": "There’s a tiny picture of a beloved partner, child, or even place nestled inside this small gold locket with a heart on the front. The locket reminds you that no matter how terrible the ravages of war are, you have something very important to live for. While wearing the necklace, you gain a +5-foot status bonus to your Speeds when you have the fleeing condition. If you are dying, the DC of recovery checks is reduced by 1.", + "activation": "True Love’s Power [reaction] Trigger You would die due to a death effect rather than the dying condition; Effect Your love pulls you back from the brink of death and the locket cracks. You avoid dying and remain at 1 Hit Point. You cannot use the ability again until you replace the casing of the locket, which typically takes around 1 month and costs 600 gp." + }, + { + "name": "Locket of Sealed Nightmares", + "trait": "Illusion, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=664", + "summary": "As long as this locket of horn and silver is closed, you don't need to sleep. However, you can still overexert your body with too much activity, so you still need to rest to avoid becoming fatigued or to remove the fatigued condition. You also gain a +4 item bonus on saving throws against mental illusions, magical effects that would make you unconscious, and effects that would make you fatigued. Each time dawn occurs, you regain the ability to make your daily preparations as if you had rested for 8 hours. Daily preparations still take about an hour, as normal.", + "activation": "two-actions] envision, Interact; Requirements You aren't fatigued; Effect You open the locket to unleash the dreams it has kept at bay. You become fatigued and cast one of the following spells at 9th level (DC 41): hallucination, sleep, or weird." + }, + { + "name": "Lodestone Bomb", + "trait": "Alchemical, Bomb, Consumable, Force, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1904", + "summary": "Lodestone bombs hold reactive ionized minerals preserved in a dormant state until broken. The bomb grants an item bonus to attack rolls and deals force damage and force splash damage, according to the bomb's type. In addition, a target made of metal, wearing metal armor, or using metal weapons takes persistent force damage and is clumsy 1 and enfeebled 1 while taking the persistent damage. The persistent damage can last up to 1 minute.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 force damage plus 2 force splash damage. The bomb deals 2d4 persistent force damage …" + }, + { + "name": "Lodestone Bomb (Greater)", + "trait": "Alchemical, Bomb, Consumable, Force, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1904", + "summary": "Lodestone bombs hold reactive ionized minerals preserved in a dormant state until broken. The bomb grants an item bonus to attack rolls and deals force damage and force splash damage, according to the bomb's type. In addition, a target made of metal, wearing metal armor, or using metal weapons takes persistent force damage and is clumsy 1 and enfeebled 1 while taking the persistent damage. The persistent damage can last up to 1 minute.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 force damage plus 3 force splash damage. The bomb deals 3d4 persistent force damage …" + }, + { + "name": "Lodestone Pellet", + "trait": "Consumable, Magical, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1591", + "summary": "These round, black pellets are made from magically enhanced magnetic lodestone. They can be loaded into an air repeater or long air repeater. When activated, lodestone pellets provide a +1 circumstance bonus to ranged Strikes made against creatures made of metal or wearing metal armor.", + "activation": "one-action] Interact" + }, + { + "name": "Lodging (Bed, for 1)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2766", + "summary": "Lodging (Extravagant Suite, for 6)" + }, + { + "name": "Lodging (Extravagant Suite, for 6)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2766", + "summary": "Lodging (Extravagant Suite, for 6)" + }, + { + "name": "Lodging (Floor Space)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2766", + "summary": "Lodging (Extravagant Suite, for 6)" + }, + { + "name": "Lodging (Private Room, for 2)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2766", + "summary": "Lodging (Extravagant Suite, for 6)" + }, + { + "name": "Longnight Tea", + "trait": "Consumable, Magical, Necromancy, Potion, Tea, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Tea", + "bulk": "L", + "url": "/Equipment.aspx?ID=3142", + "summary": "This tea is brewed with a mixture of matcha, turmeric, and 10 drops of morning dew, creating a fragrant but mildly bitter tea. The bitter aftertaste is said to be the most important element of longnight tea, for it's believed that this flavor lingers on the tongue and aids in keeping you awake and alert. The tea is favored by scholars and soldiers alike, although the value to which each attributes the ability to endure long nights without sleeping varies—and is often the subject of unusually impassioned debate. When you drink longnight tea, it grants you a +1 item bonus to saving throws against sleep effects for 1 hour.", + "activation": "one-action] Interact or 10 minutes (concentrate, Interact)" + }, + { + "name": "Longship", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=76", + "summary": "Space 65 feet long, 15 feet wide, 25 feet high" + }, + { + "name": "Looter's Lethargy", + "trait": "Alchemical, Consumable, Contact, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2007", + "summary": "The poison known as looter's lethargy ensures no thieves are strong enough to walk off with pilfered treasures. Commonly smeared on locks, chests, and even valuable items themselves, the poison slowly saps the strength of those who touch it. Nearby guardians can then simply follow the resulting trail of discarded valuables to find the weakened trespasser.", + "activation": "three-actions] (manipulate)" + }, + { + "name": "Lost Ember", + "trait": "Contract, Invested, Magical, Rare", + "item_category": "Contracts", + "item_subcategory": "Bargained Contracts", + "bulk": "", + "url": "/Equipment.aspx?ID=1653", + "summary": "Sealed with a vial containing the ashes from your childhood home, you traded the memories of your early life to stay focused on the present, allowing you to avoid distractions during combat. Once per day, from any distance, the entity that holds your bargained contract can take one of your memories. This functions as a casting of modify memory that doesn't grant you a saving throw and can't be reversed by any means without stealing the memory back first.", + "activation": "free-action] command; Frequency once per day; Trigger You start your turn flat-footed or confused; Effect A speck of ash from the vial sealing your bargained contract appears out of nowhere on your tongue, bringing your senses into focus. You suppress the flat-footed or confused condition until the start of your next turn. You can use this free action when you are confused, even though you normally can't take actions of your choice when confused." + }, + { + "name": "Lover's Gloves", + "trait": "Emotion, Invested, Magical, Mental", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3093", + "summary": "These white silk gloves are adorned in red hearts that glow faintly whenever you are adjacent to someone you feel particularly strongly toward. They buoy your spirit, giving you a +1 item bonus to Diplomacy checks.", + "activation": "Bond [one-action] (manipulate); Frequency once per day; Effect You grasp the hands of a willing creature you have strong positive feelings about, regardless of the nature of those feelings. The creature gains a +1 status bonus to saving throws and 10 temporary Hit Points for 10 minutes. If the creature shares your feelings, you gain the same benefits, and for the duration, when you both roll a success on a saving throw against an emotion effect that causes negative emotions, you both get a critical success instead." + }, + { + "name": "Lover's Knot", + "trait": "Consumable, Healing, Magical, Necromancy, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1744", + "summary": "This lock of hair is wrapped around a twig twisted into the shape of a heart. Popular among many of Restov's explorers, traders, and mercenaries, often a person carries several lover's knots on their person in case of emergency. While the original lover's knots were specific rewards granted by a particularly flirtatious Swordlord to her favored agents, time has seen these talismans become much more widespread through southern Brevoy. When you activate a lover's knot, you regain 2d6 Hit Points. If you have the Battle Medicine feat, you instead regain 2d6+7 Hit Points.", + "activation": "one-action] envision; Requirements You are trained in Medicine." + }, + { + "name": "Lovers' Ink", + "trait": "Alchemical, Consumable, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=765", + "summary": "This ink, derived from inks used by lovers to deliver secret messages, dries to a color similar to most parchments. Avarneus's version requires another dose of lover's ink and a specific agitation to reveal the hidden message, preventing casual interception. Any message written with lovers' ink is revealed by applying a page worth of lover's ink and vigorously shaking, requiring 3 Interact actions. A typical vial provides enough ink to fill 1 page worth of text. While the text is hidden, a creature closely examining a surface marked with lover's ink can detect the presence of the ink with a successful DC 25 Perception check. On a critical success, they can make out the ink well enough to use Society to Decipher Writing." + }, + { + "name": "Luckless Dice", + "trait": "Cursed, Magical, Misfortune, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2383", + "summary": "Carved of bone, luckless dice appear to be a set of loaded dice. If unsuccessfully identified as cursed, luckless dice seem to hold a minor enchantment that improves your luck. However, they fuse to you when you use them, cursing you with ill fortune. Luckless dice don't grant a bonus on Games Lore checks. Instead, when you use them to gamble, the GM rolls secretly, granting you the lower result. Once you realize the dice are cursed, the GM can instead allow you to roll twice and take the lower result." + }, + { + "name": "Lucky Draw Bandolier", + "trait": "Conjuration, Invested, Magical, Uncommon", + "item_category": "Customizations", + "item_subcategory": "Holsters", + "bulk": "L", + "url": "/Equipment.aspx?ID=1211", + "summary": "This beige bandolier has a rectangular holster, which allows it to contain a standard-sized Harrow deck, and red pockets embroidered with goldwork in a strange but appealing mixture of Alkenstar and Varisian motifs.", + "activation": "one-action] Interact; Frequency once per day; Effect You draw a card from the bandolier and Interact to load the card into a gun or crossbow you're wielding that requires 1 action to reload. The drawn card immediately transforms into magical ammunition with a type depending on the drawn card's suit, and a new copy of that card returns to the deck, ready to be drawn again." + }, + { + "name": "Lucky Draw Bandolier (Greater)", + "trait": "Conjuration, Invested, Magical, Uncommon", + "item_category": "Customizations", + "item_subcategory": "Holsters", + "bulk": "L", + "url": "/Equipment.aspx?ID=1211", + "summary": "You can activate a greater lucky draw bandolier once per hour instead of being able to activate it once per day.", + "activation": "one-action] Interact; Frequency once per day; Effect You draw a card from the bandolier and Interact to load the card into a gun or crossbow you're wielding that requires 1 action to reload. The drawn card immediately transforms into magical ammunition with a type depending on the drawn card's suit, and a new copy of that card returns to the deck, ready to be drawn again." + }, + { + "name": "Lucky Kitchen Witch", + "trait": "Fortune, Magical, Uncommon", + "item_category": "Other", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1710", + "summary": "This small doll in the shape of a witch is made from sticks and clad in a simple dress, bonnet, and wooden shoes. It sits astride a miniature straw broom. When hung in a kitchen, the witch brings good luck and protects a cook from malicious spirits. The lucky kitchen witch must hang in a kitchen for a week to give any benefit." + }, + { + "name": "Lucky Rabbit's Foot", + "trait": "Consumable, Divination, Fortune, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=568", + "summary": "This treated rabbit’s foot has shockingly blue fur and is often carried by vagabonds who worship Desna. When you activate the foot, reroll the triggering Reflex save. If you fail the second roll as well, you can Stride up to your Speed.", + "activation": "reaction] envision; Trigger You fail a Reflex save against a damaging effect." + }, + { + "name": "Lumber", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1775", + "summary": "" + }, + { + "name": "Lung Bloodstone of Arazni", + "trait": "Artifact, Divine, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3785", + "summary": "The Lung Bloodstone of Arazni represents suffering. While you carry the Lung Bloodstone, you gain the ability to turn your pain into a weapon against your enemies.", + "activation": "Admonish [two-actions] (auditory, emotion, incapacitation, mental); Frequency once per day; Requirements You worship Arazni or are favored by her; Effect You point your finger at a creature within 60 feet that has wronged you, and you verbally admonish them. The creature takes 1d4 mental damage for every level you have (basic Will save against your class DC). On a failed save, the creature is also stunned 1 (stunned 3 on a critical failure)." + }, + { + "name": "Lyrakien Staff", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2255", + "summary": "A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff, a silver shaft that sparkles with the gentle glow of starlight. Desnans first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff, you gain a +1 circumstance bonus on saving throws against incapacitation effects.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Lyrakien Staff (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2255", + "summary": "A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff, a silver shaft that sparkles with the gentle glow of starlight. Desnans first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff, you gain a +1 circumstance bonus on saving throws against incapacitation effects.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Lyrakien Staff (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2255", + "summary": "A crystalline sphere, swirling with constantly shifting constellations, sits atop a lyrakien staff, a silver shaft that sparkles with the gentle glow of starlight. Desnans first created the staves, inspired by the music- and freedom-loving lyrakien azatas, but these staves are popular with spellcasters of all faiths who like travel, art, or the stars. While wielding a lyrakien staff, you gain a +1 circumstance bonus on saving throws against incapacitation effects.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Mad Mammoth's Juke", + "trait": "Conjuration, Consumable, Magical, Rare, Talisman, Teleportation", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1505", + "summary": "This small, fragile tusk came from a very young mammoth. It's filled with ice-cold glacial water and capped with a carved piece of ivory. When you crush the tusk, the water rushes around you in an instant as you twist away from impending disaster with a supernatural flourish. You teleport to an unoccupied space within 200 feet that you can see, bringing along all your equipment. You can't bring any other creature with you, even in an extradimensional space.", + "activation": "free-action] envision; Trigger You would be injured by an effect that would bury you, such as an avalanche or a tunnel collapse; Requirements You are an expert in Acrobatics." + }, + { + "name": "Madcap Top", + "trait": "Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3025", + "summary": "This top has 20 divisions, painted in a chaotic mess of clashing colors. When spun, the top quickly settles on a side and generates a strange magical effect based on the side that lands face-up.", + "activation": "Spin the Top [two-actions] (concentrate, manipulate); Effect Choose a creature within 60 feet to target and roll a d20 on the table below to determine the top's effect. You make any decisions for a spell cast by the top unless otherwise indicated, except that it must target the creature you chose, or the creature you chose must be the center of the spell's area, if it has an area but no targets. If the spell's range is less than 60 feet, increase the range to 60 feet." + }, + { + "name": "Maestro's Chair", + "trait": "Enchantment, Magical", + "item_category": "Assistive Items", + "item_subcategory": "Mobility Devices", + "bulk": "6", + "url": "/Equipment.aspx?ID=1357", + "summary": "A maestro's chair is a traveler's chair with the impulse control upgrade and a small pipe organ installed into the frame. You can use the …", + "activation": "one-action] Interact; Frequency once per 10 minutes; Effect You use your chair to Stride up to your chair's speed. If you have a composition cantrip that is currently active, you Sustain it as a free action." + }, + { + "name": "Maestro's Instrument (Greater)", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3026", + "summary": "A maestro's instrument can be crafted in the form of any variety of handheld musical instruments. A maestro's instrument grants you a +1 item bonus to Performance checks while playing music with the instrument.", + "activation": "Charming Performance [two-actions] (manipulate); Frequency once per day; Effect You play the instrument, causing it to cast a DC 17 charm spell." + }, + { + "name": "Maestro's Instrument (Lesser)", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3026", + "summary": "A maestro's instrument can be crafted in the form of any variety of handheld musical instruments. A maestro's instrument grants you a +1 item bonus to Performance checks while playing music with the instrument.", + "activation": "Charming Performance [two-actions] (manipulate); Frequency once per day; Effect You play the instrument, causing it to cast a DC 17 charm spell." + }, + { + "name": "Maestro's Instrument (Moderate)", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3026", + "summary": "A maestro's instrument can be crafted in the form of any variety of handheld musical instruments. A maestro's instrument grants you a +1 item bonus to Performance checks while playing music with the instrument.", + "activation": "Charming Performance [two-actions] (manipulate); Frequency once per day; Effect You play the instrument, causing it to cast a DC 17 charm spell." + }, + { + "name": "Mage Bane", + "trait": "Alchemical, Consumable, Injury, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=556", + "summary": "Upon being mixed and injected into the bloodstream, this powder of the crimson orchid quickly assaults the brain and nerves, disrupting the victim’s ability to piece together coherent thoughts and spells.", + "activation": "three-actions] Interact" + }, + { + "name": "Mage's Hat", + "trait": "Arcane, Invested", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3094", + "summary": "This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and is adorned with symbols or runes. It grants you a +1 item bonus to Arcana checks and allows you to cast the prestidigitation cantrip as an arcane innate cantrip.", + "activation": "Hat Spell Cast a Spell; Frequency once per day; Effect You doff the hat, causing magical energy to pour from it. You cast the spell stored in the hat." + }, + { + "name": "Mage's Hat (Greater)", + "trait": "Arcane, Invested", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3094", + "summary": "This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and is adorned with symbols or runes. It grants you a +1 item bonus to Arcana checks and allows you to cast the prestidigitation cantrip as an arcane innate cantrip.", + "activation": "Hat Spell Cast a Spell; Frequency once per day; Effect You doff the hat, causing magical energy to pour from it. You cast the spell stored in the hat." + }, + { + "name": "Magic Wand (1st-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3050", + "summary": "This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level." + }, + { + "name": "Magic Wand (2nd-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3050", + "summary": "This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level." + }, + { + "name": "Magic Wand (3rd-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3050", + "summary": "This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level." + }, + { + "name": "Magic Wand (4th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3050", + "summary": "This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level." + }, + { + "name": "Magic Wand (5th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3050", + "summary": "This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level." + }, + { + "name": "Magic Wand (6th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3050", + "summary": "This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level." + }, + { + "name": "Magic Wand (7th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3050", + "summary": "This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level." + }, + { + "name": "Magic Wand (8th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3050", + "summary": "This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level." + }, + { + "name": "Magic Wand (9th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3050", + "summary": "This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level." + }, + { + "name": "Magical Hearing Aid", + "trait": "Divination, Magical", + "item_category": "Assistive Items", + "item_subcategory": "Hearing Aids", + "bulk": "", + "url": "/Equipment.aspx?ID=1348", + "summary": "These curved hearing aids hook over the top and sit behind your ear, with a receiver that fits into the ear opening. The external part of the device detects sound waves and, using divination magic, transfers them down the receiver and into your ear. You can wear one or two depending on your hearing loss, and you can turn your hearing aids on or off using an Interact action." + }, + { + "name": "Magical Lock Fulu", + "trait": "Consumable, Fulu, Magical, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=979", + "summary": "The symbols on this fulu depict a lock and winding chains. Affixing this fulu over the seam or frame of the target locks it, even if it has no latch or existing lock." + }, + { + "name": "Magical Prosthetic Eye", + "trait": "Magical", + "item_category": "Assistive Items", + "item_subcategory": "Vision Assistance", + "bulk": "L", + "url": "/Equipment.aspx?ID=2156", + "summary": "This prosthetic eye converts visible light into a telepathic signal that is relayed to the wearer's mind using divination magic. As the wearer's mind must process the telepathic signal in the same way as it would a nerve impulse, the acuity and other abilities related to the vision provided by the magical prosthetic eye matches that of other members of your ancestry (for instance, a goblin with a magical prosthetic eye would be able to see in darkvision, while a human wearing the same prosthetic would need illumination). You can remove or replace a magical prosthetic eye using an Interact action." + }, + { + "name": "Magnet Coin", + "trait": "Conjuration, Magical, Teleportation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2562", + "summary": "Thera Heartslip commissioned these magical coins during her early thievery days and still has a number on hand to share with her confidants. This coin resembles an ordinary coin, but it's warm and seems to thrum slightly when touched. The coin's face features a very small fragment from the pressed portion that can be removed, such as a small star or one eye from the head on the face. Removing this fragment causes the coin to stop thrumming and feeling warm to the touch. Noticing the removed piece requires close inspection and a successful DC 19 Perception check.", + "activation": "three-actions] envision, Interact; Frequency once per day; Requirements You are holding the coin fragment; Effect You focus on the rest of the coin, imagining its complete form in your hand. The rest of the coin teleports into your hand, reforming the complete coin. If it was near any other coins, it also teleports up to 3d10 coins with it into your hand. The coin can only teleport up to 15 miles; if you are farther when recalling the coin, it teleports the maximum distance toward you and lands in an open space." + }, + { + "name": "Magnetic Construction Set", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1335", + "summary": "This collection of small magnets and metal rods comes in a wooden box. The magnets are strong enough to firmly cling to metal objects but too weak to move or suspend them. The metal rods are a quarter of an inch in diameter and vary in length from 3 to 6 inches. If connected with the magnets, these rods can be used to build flimsy shapes and structures, which collapse if external weight or pressure is applied." + }, + { + "name": "Magnetic Shield", + "trait": "Alchemical, Aura", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "1", + "url": "/Equipment.aspx?ID=1979", + "summary": "Copper rings spiral around this steel shield. Twin electrical probes near the grip can socket into a jar of moderate (or higher leveled) bottled lightning, which takes 3 Interact actions to install.", + "activation": "one-action] (manipulate); Requirements A bottled lightning is installed in the shield; Effect The shield becomes an electromagnet for 3 rounds. When an activated magnetic shield is raised, the circumstance bonus increases by 1 against attacks made with weapons primarily made of metal. If you use a Shield Block against a creature attacking you with such a weapon, you also gain a +1 item bonus to Disarm attempts against that weapon until the end of your next turn. The activation uses up the bottled lightning, and the shield can’t be activated again until a new one is installed." + }, + { + "name": "Magnetic Shot (Greater)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2054", + "summary": "Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot. When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Magnetic Shot (Lesser)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2054", + "summary": "Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot. When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Magnetic Shot (Moderate)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2054", + "summary": "Shiny gray metal that slightly thrums when touched makes up the metal parts of a magnetic shot. When activated, the shot is more effective against a target wearing metal armor or made of metal. The activated ammunition grants a circumstance bonus to attack rolls against such targets, according to its type. Due to magnetic acceleration, the ammunition deals more damage and has deadlier critical hits, also according to its type.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Magnetic Suit", + "trait": "Aura, Consumable", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1117", + "summary": "This magnetized suit is strapped to your body over your armor or clothes. When you Activate it, you must choose whether to set it to attract or repel.", + "activation": "two-actions] Interact" + }, + { + "name": "Magnetic Suit (Greater)", + "trait": "Aura, Consumable", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1117", + "summary": "The area that gains an AC bonus when attracting is a 15-foot emanation, and the status bonuses and penalties increase from 1 to 2.", + "activation": "two-actions] Interact" + }, + { + "name": "Magnetic Suit (Major)", + "trait": "Aura, Consumable", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1117", + "summary": "The area that gains an AC bonus when attracting is a 20-foot emanation, and the status bonuses and penalties increase from 1 to 3.", + "activation": "two-actions] Interact" + }, + { + "name": "Magnetite Scope", + "trait": "Magical, Transmutation", + "item_category": "Customizations", + "item_subcategory": "Scopes", + "bulk": "L", + "url": "/Equipment.aspx?ID=1213", + "summary": "More of a field projector than a scope, this small cylinder of magnetite has been enchanted to spread and accelerate the shrapnel of a scatter weapon further than the weapon's natural capabilities. Furthermore, some of the floating magnetite inside the scope's structure can help you when attempting to determine the your allies' locations. The magnetite scope grants you a +2 item bonus to Survival checks to Sense Direction when using the scope to assist you in navigating. This scope can only be attached to firearms with the scatter trait.", + "activation": "one-action] Interact; Effect The next Strike you make this round with the gun to which the scope is attached has its scatter radius increased by 5 feet." + }, + { + "name": "Magnetite Scope (Greater)", + "trait": "Magical, Transmutation", + "item_category": "Customizations", + "item_subcategory": "Scopes", + "bulk": "L", + "url": "/Equipment.aspx?ID=1213", + "summary": "PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons.", + "activation": "one-action] Interact; Effect The next Strike you make this round with the gun to which the scope is attached has its scatter radius increased by 5 feet." + }, + { + "name": "Magnetizing", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1833", + "summary": "This rune alters the magnetic polarity of your armor, making other metal items drawn to it ever so slightly. You can amplify the magnetic power of the armor to keep another creature from getting away from you.", + "activation": "one-action] (concentrate); Frequency once per hour; Requirements A creature adjacent to you is made of metal or wearing metal armor; Effect You magnetize your armor. If you or the target attempt to move away from one another, treat each square as difficult terrain. This doesn't affect movement that keeps you the same distance from one another, so you could still Step if you remained adjacent to the target. This effect ends once either of you is no longer adjacent to the other at the end of an action." + }, + { + "name": "Magnifying Glass", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2732", + "summary": "This quality handheld lens gives you a +1 item bonus to Perception checks to notice minute details of documents, fabric, and the like." + }, + { + "name": "Magnifying Glass of Elucidation", + "trait": "Divination, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1438", + "summary": "PFS Note The magnifying glass of elucidation is available for purchase for any common languages, as well as any other languages to which a PC has gained access.", + "activation": "three-actions] envision, Interact; Frequency once per day; Effect You scan up to two pages of writing with the magnifying glass of elucidation, imbuing the magnifying glass with the information you scanned. You can use a separate 3-action activity to have the magnifying glass reproduce the imbued information onto blank paper exactly as it appeared when you Activated the magnifying glass. The reproduction is a direct copy of the pages but doesn't imbue the reproduction with any magical effects or other special effects. As such, you can copy the writing of a scroll, for example, but it will only be mundane writing and not have any magical effect. The magnifying glass can only hold one instance of information at a given time; Activating the magnifying glass a second time or reproducing the information clears out the magnifying glass's information." + }, + { + "name": "Magnifying Scope", + "trait": "Divination, Magical", + "item_category": "Customizations", + "item_subcategory": "Scopes", + "bulk": "L", + "url": "/Equipment.aspx?ID=1214", + "summary": "These scopes use magically enhanced lenses to extend the range of your weapon and help spot distant foes. The scope grants you a +1 item bonus to visual Perception checks to Seek creatures through the scope.", + "activation": "one-action] Interact; Effect While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the weapon to which the scope is attached by 5 feet until the beginning of your next turn or until you're no longer wielding the weapon, whichever comes first." + }, + { + "name": "Magnifying Scope (Greater)", + "trait": "Divination, Magical", + "item_category": "Customizations", + "item_subcategory": "Scopes", + "bulk": "L", + "url": "/Equipment.aspx?ID=1214", + "summary": "PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons.", + "activation": "one-action] Interact; Effect While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the weapon to which the scope is attached by 5 feet until the beginning of your next turn or until you're no longer wielding the weapon, whichever comes first." + }, + { + "name": "Magnifying Scope (Major)", + "trait": "Divination, Magical", + "item_category": "Customizations", + "item_subcategory": "Scopes", + "bulk": "L", + "url": "/Equipment.aspx?ID=1214", + "summary": "PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons.", + "activation": "one-action] Interact; Effect While gazing through the scope, you zoom in on your targets to make it easier to hit them at a distance. You increase the range increment of the weapon to which the scope is attached by 5 feet until the beginning of your next turn or until you're no longer wielding the weapon, whichever comes first." + }, + { + "name": "Major Aetheric Irritant", + "trait": "Consumable, Gadget, Sonic, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3565", + "summary": "An aetheric irritant is a chime that can emit a subsonic frequency that otherworldly beings find unpleasant. When you Activate an aetheric irritant, you sound the chime and place it on the ground in a square within your reach. Creatures with the fey, spirit, or undead traits must attempt a Will save when they enter the affected area and at the beginning of every turn they are in the affected area. Those who fail the save treat the area as difficult terrain until the beginning of their next turn. A creature that critically succeeds at the save is immune to all aetheric irritants for 24 hours. An aetheric irritant continues to hum until it shakes itself to pieces after 10 minutes of being activated or it is moved, whichever comes first.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Major Antifungal Salve", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3747", + "summary": "This foul-smelling pink paste is traditionally kept in a tightly sealed jar. Spreading the salve on exposed skin grants an item bonus to saving throws against all afflictions that have the fungus trait or that originate from creatures with the fungus trait. The bonus lasts for 6 hours.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Major Astonishing Ink", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3564", + "summary": "This syrupy ink smells organic and faintly spoiled. It’s tied to one of Ushernacht’s engines, created with a sample of the fluid from inside the engine. If the associated engine stops functioning, all ink linked with it can no longer be activated, including freshly created ink.", + "activation": "minutes (manipulate)" + }, + { + "name": "Major Banner of Creeping Death", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3903", + "summary": "The very fabric of this off-putting magical banner seems to be rotting with a slick, foul texture. Traditionally, these banners were created from the uniforms of fallen enemy troops, but this is considered a cruel and dishonorable practice by many modern nations. While holding a banner of creeping death, you can use the following ability.", + "activation": "Void’s Embrace [one-action] (concentrate, void); Frequency once per minute; Effect A massive wave of void energy floods out from the banner in all directions. All living creatures within the banner’s aura take 1d4+1 void damage (DC 19 basic Fortitude save)." + }, + { + "name": "Major Banner of Piercing Shards", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3904", + "summary": "This magical banner has an intricately embroidered pattern of shards and cracks across its surface, almost like a broken mirror. Though it always feels dry to the touch, this banner from a distance gleams red as if slightly stained with the blood of your enemies. While holding a banner of piercing shards, you can use the following ability.", + "activation": "Shards Seek Wounds [one-action] (concentrate); Frequency once per minute; Effect Shards of sharpened glass violently shoot out from the magical banner into the newly opened wounds of a nearby enemy. The magical banner deals 1d4 persistent bleed damage to any enemy within the banner’s aura that has been dealt damage since the end of your last turn." + }, + { + "name": "Major Banner of the Restful", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3905", + "summary": "This peach-colored magical banner offers the promise of a good watch and a comfortable sleep. You and allies within the banner’s aura gain a +1 item bonus to Perception DCs and protection from severe cold and heat." + }, + { + "name": "Major Black Ash", + "trait": "Catalyst, Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "", + "url": "/Equipment.aspx?ID=3746", + "summary": "On certain rare occasions, when a particularly despoiled tree or a powerful demonic fungal infestation (such as a Jeharlu Spore) is destroyed, the grimy black ash that remains behind functions as a catalyst called black ash. A wall of thorns empowered with this catalyst gains the fungus trait and appears diseased and toxic, with greasy filaments of dripping fungus growing through its vines. A creature damaged by this wall’s thorns takes an additional amount of persistent poison damage.", + "activation": "Cast a Spell" + }, + { + "name": "Major Blazing Banner", + "trait": "Aura, Fire, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3908", + "summary": "This magical banner shimmers in a fiery array of reds, oranges, and yellows. The rampant threads catch light in the wind and give the appearance of a blazing flame. Whenever you or an ally within the banner’s aura critically succeeds with a Strike, the Strike deals an additional 1d4 persistent fire damage." + }, + { + "name": "Major Boots of the Secret Blade", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3960", + "summary": "You pride yourself on being well prepared with weaponry for any situation. Your dark-gray boots might appear mundane, but you know that they can conjure a blade at any moment. Even the most thorough of searches can’t find a knife that doesn’t exist yet.", + "activation": "Draw Secret Blade [one-action] (manipulate); Frequency once per hour; Effect You reach down to your boot, draw a dagger from it, and make a ranged or melee Strike with it. This dagger is created magically and does not exist before being drawn. The dagger remains a physical object until the next time you use Draw Secret Blade, and it disappears as a new blade is created." + }, + { + "name": "Major Bougainvillea Blossom", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3723", + "summary": "This pink flower has long, slender thorns along the stem. The flower can be used as a catalyst when casting an entangling flora spell, which causes the affected plants to sprout long thorns and vibrant pink blossoms. The area becomes hazardous terrain, dealing the listed piercing damage to an enemy each time it enters an affected square.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Major Clay Sphere", + "trait": "Magical, Spellheart, Uncommon", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3728", + "summary": "This dry clay ball becomes malleable when activated, shifting into a variety of forms. The spell attack roll of any spell cast by Activating this item is +7 and the spell DC 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast plant form.]" + }, + { + "name": "Major Dawnfire Beacon", + "trait": "Aura, Light, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3909", + "summary": "The warm, caring light of the sun glows from the center of this magical banner, mirroring the dawn. This magical banner exudes bright light in the banner’s aura (and dim light in an area equal to twice the banner’s aura). This effect is suppressed when you aren’t holding the banner or wielding the weapon it is affixed to." + }, + { + "name": "Major Defoliation Bomb", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon, Void", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3721", + "summary": "This brightly painted ceramic sphere contains chemicals that cause plants to wither and die. A defoliation bomb deals the listed void damage, persistent void damage, and splash damage to all plants in the area. Non-creature plants in the area immediately wither and die. Many types grant a bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d6 void damage, 4d4 persistent void damage, and 4 void splash damage." + }, + { + "name": "Major Durian Bomb", + "trait": "Alchemical, Bomb, Consumable, Olfactory, Plant, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3734", + "summary": "Whereas a durian’s aroma ranges from pleasant to revolting depending on the person, a durian bomb is a fruit that’s been alchemically modified for maximum revulsion. Many types of this bomb grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d4 points of piercing damage, and the DC is 37." + }, + { + "name": "Major Flag of the Stronghold", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3910", + "summary": "This magical banner is off-white with a depiction of a stronghold that’s often colored in a striking blue. Those who stand under the banner are prepared to face the weapons of war and defend their keep until the end. You and allies within the banner’s aura gain resistance 5 to damage from siege weapons." + }, + { + "name": "Major Foxglove Token", + "trait": "Magical, Poison, Spellheart, Uncommon", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3725", + "summary": "This small piece of wood is finely carved to depict a foxglove. The spell DC of any spell cast by Activating this item is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast 4th-rank wall of thorns." + }, + { + "name": "Major Heartmoss", + "trait": "Healing, Magical, Spellheart, Uncommon", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3726", + "summary": "This burgundy moss grows in heart-shaped clumps and releases a pleasant, calming scent. The spell DC of any spell cast by Activating this item is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast healing well." + }, + { + "name": "Major Hexwise Banner", + "trait": "Aura, Magical, Rare", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3911", + "summary": "Multicolored threads are woven through this magical banner, causing it to appear purple in some light and green in others. The shimmering light offers hope and safety in the face of powerful magic wielders. You and allies within the banner’s aura gain resistance 5 to damage from spells; for spells that apply multiple instances of damage, such as force barrage, this applies only to the first instance of damage." + }, + { + "name": "Major Inflammation Flask", + "trait": "Acid, Alchemical, Bomb, Consumable, Disease, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3731", + "summary": "This flask contains a caustic irritant that makes a target’s skin, scales, or carapace extremely sensitive to further nicks and burns. An inflammation flask deals the listed acid damage and acid splash damage. On a hit, the target also gains weakness to acid, fire, and slashing damage for 3 rounds. Many types of inflammation flask grant a bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d6 acid damage and 4 acid splash damage. The target gains weakness 4 to acid, fire, and …" + }, + { + "name": "Major Irritating Seedpod", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3735", + "summary": "When you crack open this soft, spongy seedpod, you can use it as a catalyst when casting a mist spell. When you do, irritating pollen fills the area for the spell’s duration. Creatures in the area must attempt a Fortitude saving throw at the listed DC to avoid sneezing uncontrollably. On a failed save, the creature gains the listed condition for the listed time. A creature that succeeds at this saving throw becomes temporarily immune to the irritating seedpod’s pollen for 10 minutes.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Major Knave’s Standard", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3912", + "summary": "This magical banner is dip-dyed in an ombre from black to red, mottled and uneven. Whenever you or an ally within the banner’s aura critically succeeds with a Strike against an off-guard target, the Strike deals an additional 1d4 precision damage." + }, + { + "name": "Major Maelstromic Destabilizer", + "trait": "Consumable, Gadget, Spirit, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3567", + "summary": "A maelstromic destabilizer is a whirling gyroscope of burnished bronze and glass. It strengthens the bonds that hold a creature to this world by weakening those same bonds to every other nearby creature. When activated, the destabilizer emits a constant pleasant chime as it spins. For the next minute, the creature holding the gadget gains the listed resistance to spirit damage, while all creatures not immune to spirit damage in a 10-foot emanation gain the listed weakness to spirit damage.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Major Nail Bomb", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3722", + "summary": "This pressurized iron casing bursts open when struck, releasing cold iron shrapnel. The bomb deals the listed piercing damage and piercing splash damage from a cold iron source. Many types grant a bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 8d4 piercing damage and 4 piercing splash damage." + }, + { + "name": "Major Necrotic Cap", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3729", + "summary": "You can use this slimy, rotting mushroom as a spell catalyst when you cast an acid grip spell by tapping it against the target, causing the mushroom to release a cloud of necrotic spores. When you do, acid grip loses the acid trait, gains the fungus trait, and all acid damage the spell deals becomes void damage. On a hit, the target additionally gains the enfeebled and sickened conditions, with the listed values, as the spores consume their flesh. As long as the target is taking persistent void damage, they can’t reduce the value of their sickened condition below 1." + }, + { + "name": "Major Portable Seal", + "trait": "Consumable, Gadget, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3569", + "summary": "A portable seal is a stiff framework of copper wires and strategically placed hinges, so that when the device is snapped open it forms an instant geometric design. A tiny Stasian coil is attached, which when activated runs a mixture of occult energy and high-voltage electricity through the wire. The design covers a 5-foot burst when unfolded and must be unfolded into an area free of major obstructions such as rocks or hostile creatures. When a creature with the summoned trait attempts to enter the seal’s area or make a melee Strike against a creature in that area, the summoned creature must attempt a Will save.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Major Quartz-Coil Rail Transport", + "trait": "Consumable, Electricity, Gadget, Teleportation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3570", + "summary": "The distance you can teleport increases to 80 feet, and the electricty damage increases to 8.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Major Skitter Knot", + "trait": "Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3719", + "summary": "Carved from an arboreal’s knuckle, this wooden torus can be activated despite your being unconscious. The knot then sprouts several roots that arch over your body like a spider’s legs. These lift you a few inches off the ground before Striding and carrying you with them. The roots prioritize taking you away from obvious harm, though as a reaction, an ally who speaks Arboreal can command the roots to carry you to a particular point within range.", + "activation": "free-action] envision; Trigger You are dying at the beginning of your turn." + }, + { + "name": "Major Spider Satchel", + "trait": "Alchemical, Bomb, Consumable, Poison, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3732", + "summary": "The Verduran Forest’s tiny tent-trap spider lays her eggs in a pyramidal web, and her young hatch only in response to intense vibration, such as the struggles of an ensnared insect or even songbird. Sadistic alchemists gather and augment these eggs, packing them in silken satchels that disgorge thousands of biting spider babies on impact. Many types of spider satchel grant a bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d6 persistent poison damage, 4 poison splash damage, and fascinates the target while the …" + }, + { + "name": "Major Staff of Arcane Might", + "trait": "Magical, Rare, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3038", + "summary": "This staff of magically hardened wood is topped with a silver sculpture depicting magical runic symbols. A staff of arcane might is a +1 striking staff.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Major Stalwart’s Banner", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3914", + "summary": "This magical banner mimics the rich green of summer grass. While holding a stalwart’s banner, you can use the following ability.", + "activation": "Stand Firm [one-action] (concentrate); Frequency once per minute; Effect You and allies within your banner’s aura gain 5 temporary Hit Points and a +1 status bonus to your Fortitude DC and Reflex DC against any effect that would move you or knock you prone. These effects last for 1 round." + }, + { + "name": "Major Stormshard", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3742", + "summary": "These shards of coalesced necromantic essence are sometimes found in the wake of an ancestor storm. Howling spirits are faintly visible, trapped inside the jagged, dark-green glass.", + "activation": "Free the Spirits [two-actions] (concentrate, manipulate); Frequency once per day; Effect You briefly release the spirits from the stormshard before drawing them back into the glass. Each creature in a 10-foot emanation takes 4d8 void damage (DC 20 basic Fortitude save). You treat the result of your saving throw as one degree of success better than its outcome." + }, + { + "name": "Major Swapping Stone", + "trait": "Conjuration, Consumable, Magical, Teleportation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=944", + "summary": "This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within 100 feet. The stone then casts dimension door on you and transports you to itself. This destroys the stone.", + "activation": "one-action] Interact" + }, + { + "name": "Major Swift Standard", + "trait": "Air, Aura, Magical, Rare", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3917", + "summary": "As this magical banner sways in the breeze, the horses embroidered across the fabric seem to gallop at unnatural speeds, racing across the field. You and allies that start your turn within the banner’s aura gain a +5-foot status bonus to land Speeds for 1 round. This bonus is doubled while traveling." + }, + { + "name": "Major Tangibility Resonator", + "trait": "Consumable, Gadget, Sonic, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3572", + "summary": "One of the stranger devices to come out of the University of Lepidstadt is a twisted glass contraption that hums with electricity. This vibration is harmless to most but is massively disruptive to the locomotion of incorporeal creatures. When activated, one incorporeal creature within 15 feet must attempt a DC 19 Fortitude saving throw. Once used, the vibrations cause the glass to shatter.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Major Tenderizer Grenade", + "trait": "Acid, Alchemical, Bomb, Consumable, Plant, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3736", + "summary": "Made from the acidic flesh of an especially astringent fruit found on the Plane of Wood, this bomb’s contents soften, oxidize, and season whatever they touch. Many types of this bomb grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d6 points of acid damage." + }, + { + "name": "Major Timepiece Standard", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3918", + "summary": "This magical banner seems to impossibly be made from many turning gears that encourage viewers to keep perfect time. Whenever you or an ally within the banner’s aura uses the Delay or Ready action, you or the ally gain 5 temporary Hit Points that last for 1 minute and then become immune to this effect for 10 minutes." + }, + { + "name": "Major Vanishing Shocker", + "trait": "Consumable, Electricity, Gadget, Illusion, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3573", + "summary": "The vanishing shocker is a cube with extruding spikes at each corner. This inscrutable device channels occult energy through the electricity it produces, creating the result of invisible lighting. When activated, the cube floats above your head, creating a field of invisible electricity in a 10-foot emanation that lasts for 1 round. You and creatures within the emanation are concealed. Creatures that enter or start their turn within the area must attempt a DC 22 Reflex save.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Major Wood-Rotted Root", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3730", + "summary": "This palm-sized chunk of wood it rotting, and riddled with mold and fungi. You can crush this wood to use it as a spell catalyst when you cast a oaken resilience. When you do, the bark that covers your skin is rotting, and emits a small cloud of spores whenever your hurt. For the duration, whenever you take physical damage, your rotting bark skin emits a cloud of spores in the listed emanation. Creatures in the area must attempt a Fortitude save at the listed DC to avoid taking the listed poison damage.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Majordomo Torc", + "trait": "Intelligent, Invested, Magical, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2398", + "summary": "Forged in platinum, a majordomo torc is engraved with heraldic insignias along with one language's alphabet, much like a choker of elocution . …", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect The majordomo torc casts befitting attire on you, usually to your specifications. However the torc can also choose the appearance of the illusion for you." + }, + { + "name": "Mala Beads of Foresight", + "trait": "Divine, Focused, Invested", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2325", + "summary": "As you move your body, qi flows into mala beads of foresight you wear and have invested, making them one with your life force. In their usual form, beads are spheres of wood, but versions customized to different martial orders are common. You gain a +2 item bonus to Religion checks.", + "activation": "free-action] (concentrate); Frequency once per hour; Trigger You have just Refocused by meditating; Effect While meditating, you searched your feelings for a portent of the future. You're affected by an augury spell." + }, + { + "name": "Malefic Mirror", + "trait": "Invested, Occult, Rare, Scrying, Unholy", + "item_category": "Other", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3590", + "summary": "This magic mirror is the conduit between the mirror seer and the source of their power. Any creature who looks in this silver mirror can speak with the entity the mirror is linked to, but only a creature who has made a pact with the entity can activate the malefic mirror. If the mirror is shattered, any spells created by the mirror end (it has AC 5, object immunities, Hardness 5, HP 20, and BT 10).", + "activation": "Mirror Mimicry 10 minutes (concentrate, manipulate, occult); Effect The mirror transforms its owner's appearance into an exact copy of any humanoid the owner desires, with a pale mimicry of that creature's abilities. This has the effects of a 3rd-rank illusory disguise spell with a duration of 4 hours. The activation can also be Dismissed." + }, + { + "name": "Malleable", + "trait": "Magical, Metal", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2614", + "summary": "The metal of your armor can shift and rearrange at a moment's notice, allowing you to manipulate what kind of damage it resists. ", + "activation": "Reconfigure Armor [one-action] (manipulate); Effect The armor's composition shifts, changing its specialization group to a different one of your choice. This doesn't change what the armor is made of, and any runes or precious material it's made of apply to the new composition. Any property runes that can't apply to the new form are suppressed until the item takes a composition to which they can apply." + }, + { + "name": "Malleable Clay", + "trait": "Magical, Talisman, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1522", + "summary": "This small lump of clay is malleable and can be molded into innumerable shapes and forms. When affixed, the clay takes on the appearance of the affixed weapon. When activated, the affixed weapon gains the versatile bludgeoning, versatile piercing, and versatile slashing weapon traits for the triggering Strike and all other attacks for 1 minute. With each attack, the clay changes shape, taking on the appearance of a different weapon that deals damage of the chosen damage type.", + "activation": "free-action] envision; Trigger You Strike with the affixed weapon; Requirements You're trained in the affixed weapon." + }, + { + "name": "Malleable Mixture (Greater)", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1263", + "summary": "Your bones, muscles, and organs become vastly softer and more pliable. You can fit into and through small or narrow spaces as though you were smaller than your normal size, and you gain an item bonus to your Fortitude and Reflex DCs against attempts to Grapple, Shove, or Trip you.", + "activation": "one-action] Interact" + }, + { + "name": "Malleable Mixture (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1263", + "summary": "Your bones, muscles, and organs become vastly softer and more pliable. You can fit into and through small or narrow spaces as though you were smaller than your normal size, and you gain an item bonus to your Fortitude and Reflex DCs against attempts to Grapple, Shove, or Trip you.", + "activation": "one-action] Interact" + }, + { + "name": "Malyass Root Paste", + "trait": "Alchemical, Consumable, Contact, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=122", + "summary": "Malyass root paste sees use to impede opponents in athletic competitions, in addition to espionage and tracking. Saving Throw DC 26 Fortitude; …", + "activation": "three-actions] Interact" + }, + { + "name": "Mana-Rattler Liniment", + "trait": "Alchemical, Consumable, Elixir, Morph, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1611", + "summary": "According to reports, as well as Emelett's own marketing pitches, this lotion is derived from rare mana rattlesnakes whose oils ward against poison and disease. When applied, you can attempt to counteract a poison or disease effect currently afflicting you. The potion has a counteract level of 5 and a +15 modifier for the roll. You also acquire a serpentine appearance, growing fangs and scaly skin. For 1 hour, you gain a fangs unarmed attack that deals 1d6 piercing damage plus 1 poison damage.", + "activation": "one-action] Interact" + }, + { + "name": "Manacles (Average)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2733", + "summary": "You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42." + }, + { + "name": "Manacles (Good)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2733", + "summary": "You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42." + }, + { + "name": "Manacles (Poor)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2733", + "summary": "You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42." + }, + { + "name": "Manacles (Simple)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2733", + "summary": "You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42." + }, + { + "name": "Manacles (Superior)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2733", + "summary": "You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10–30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a –15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42." + }, + { + "name": "Manacles of Persuasion", + "trait": "Magical, Necromancy, Nonlethal, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=569", + "summary": "These sturdy, average manacles are connected by a thick iron chain that is much heavier than its appearance suggests at a glance. Followers of Zon-Kuthon sometimes employ manacles of persuasion against captured enemies and spies. When the manacles are locked around an immobilized creature’s wrists, they begin to sap the life out of the victim, dealing 2 negative damage per hour until the creature falls unconscious. The effect is nonlethal, so the damage doesn’t cause the creature to become dying. While the creature is unconscious, the manacles deal no damage and allow the creature to recover Hit Points normally to a maximum of 10 Hit Points, at which point the manacles begin to deal damage once more. The manacles have no effect on a creature that is not immobilized." + }, + { + "name": "Mantis Embrace", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3496", + "summary": "These stylized red gloves are constructed from plates of leather that have been treated to resemble insect chitin. The gloves grant the wearer a +2 item bonus to Athletics checks to Grapple or Shove.", + "activation": "Crushing Embrace [one-action] (manipulate); Frequency once per hour; Requirements You are grappling a creature; Effect You Strike the creature you are grappling with a melee weapon or unarmed attack. This Strike deals an additional 3d6 precision damage and gains the death trait. The body of a creature that is slain by Crushing Embrace is so gruesomely damaged that the creature's body cannot be affected by any effect that requires an intact body to function, such as the talking corpse spell." + }, + { + "name": "Mantis Embrace (Greater)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3496", + "summary": "These stylized red gloves are constructed from plates of leather that have been treated to resemble insect chitin. The gloves grant the wearer a +2 item bonus to Athletics checks to Grapple or Shove.", + "activation": "Crushing Embrace [one-action] (manipulate); Frequency once per hour; Requirements You are grappling a creature; Effect You Strike the creature you are grappling with a melee weapon or unarmed attack. This Strike deals an additional 3d6 precision damage and gains the death trait. The body of a creature that is slain by Crushing Embrace is so gruesomely damaged that the creature's body cannot be affected by any effect that requires an intact body to function, such as the talking corpse spell." + }, + { + "name": "Mantle of the Amazing Health", + "trait": "Apex, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2140", + "summary": "This ragged cloak doesn't appear to be anything special at first glance, seemingly made from mangy black bear fur with various rings of blackened iron piercing the edge of the skin. While somewhat off-putting, the mantle grants a +2 status bonus to all Fortitude saving throws against disease and poison. When you invest the mantle, you either increase your Constitution modifier by 1 or increase it to +4, whichever is higher.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per hour; Effect If you're currently afflicted by a poison or a disease, you can hold the cloak tight to your body and immediately attempt a saving throw to end the effect. If that saving throw succeeds, you end the effect of either the poison or disease no matter the stage of the affliction. Furthermore, you gain immunity to that poison or disease for 24 hours." + }, + { + "name": "Mantle of the Grogrisant", + "trait": "Abjuration, Invested, Primal, Unique", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1476", + "summary": "This long, golden cloak is among the royal regalia of the emperors of Taldor. It was fashioned from the pelt of Grogrisant itself, after being slain by Taldaris, and Grogrisant's mane was fashioned into a thick fringe that runs all along the mantle's edges. The paws of the Grogrisant cross beneath the wearer's throat, giving you an imposing appearance. The Mantle of the Grogrisant grants you fire resistance 15 and physical resistance 5 (except bludgeoning).", + "activation": "one-action] envision, Interact (evocation, incapacitation, light, primal, visual); Frequency once per day; Effect You pull the hood of the mantle over your face, revealing the six eyes of Grogrisant. The mantle gives off a flash of blinding light in a 60-foot emanation. All enemies within this area must attempt a DC 38 Fortitude saving throw. On a failure, they're blinded for 1 minute. On a critical failure, they're permanently blinded." + }, + { + "name": "Mantle of the Tikbalang", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=3226", + "summary": "This long hide cloak is stitched with patches of the ebony hair of a tikbalang. While wearing this cloak, you take a –2 item penalty to saves against illusions but gain a +2 item bonus to Deception checks.", + "activation": "Illusory Thrash [two-actions] (concentrate, illusion, manipulate, mental); Frequency once per day; Effect You wrap the mantle around your body, causing you to briefly appear much larger than you are. Make a melee Strike. This Strike deals an additional 4d6 mental damage." + }, + { + "name": "Map (Geographical Map)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3585", + "summary": "These are various types of maps used by explorers" + }, + { + "name": "Map (Geologic Map)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3585", + "summary": "These are various types of maps used by explorers" + }, + { + "name": "Map (Local Map)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3585", + "summary": "These are various types of maps used by explorers" + }, + { + "name": "Map (Nautical Chart)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3585", + "summary": "These are various types of maps used by explorers" + }, + { + "name": "Map (Pictorial Map)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3585", + "summary": "These are various types of maps used by explorers" + }, + { + "name": "Map (Political Map)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3585", + "summary": "These are various types of maps used by explorers" + }, + { + "name": "Map (Treasure Map)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3585", + "summary": "These are various types of maps used by explorers" + }, + { + "name": "Map (Weather Map)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3585", + "summary": "These are various types of maps used by explorers" + }, + { + "name": "Marble", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1778", + "summary": "" + }, + { + "name": "Marbles", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1336", + "summary": "These tiny round balls are made of polished stone and colorful glass, and come in a bag of 200. You can pour marbles in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 13 Acrobatics check or Reflex save (its choice) or fall prone. Once a creature enters a space with marbles, enough marbles are scattered that other creatures moving into that space don't need to attempt a roll to avoid falling." + }, + { + "name": "Marked Playing Cards", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=873", + "summary": "A standard deck of cards consists of 54 cards made from thick paper contained within a paper sleeve. The most common deck used for games and gambling is known as the Old Mage deck and features four suits themed with the four essences of magic, each with 13 cards, as well as two wildcards. The name and appearance of the deck varies from region to region, such as the Magician's Deck in Taldor or the Deck of Masks in the Shackles." + }, + { + "name": "Marking Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3377", + "summary": "This snare is often used to mark intruders for later tracking or identification. When you create this snare, you must decide whether to make it a dye or a scent marker. Either type of marking grants a +2 circumstance bonus to Track the creature for up to 24 hours or until the dye or scent is washed off (requiring at least a gallon of water and 10 minutes of scrubbing). A creature that enters a square of the snare must attempt a DC 17 Reflex save." + }, + { + "name": "Marshal's Baton", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3941", + "summary": "This short, thick, stick-like object is crafted of wood and steel. Precious metals decorate the grip, and fine filigree marks the caps on each end. A marshal’s baton grants you a +1 item bonus to Diplomacy and Intimidation checks against troops, individual soldiers, and military leaders.", + "activation": "Stentorian Order [two-actions] (auditory, manipulate); Frequency once per day; Effect You issue a command in a booming voice while gesturing with the marshal’s baton and cast a command spell (DC 18). This spell affects troops and swarms as if they were a single creature." + }, + { + "name": "Martyr's Shield", + "trait": "Divine, Intelligent, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3126", + "summary": " A martyr's shield is a lesser sturdy shield imbued with the compassion of a devout champion of a righteous deity, like Iomedae or Vildeis , …" + }, + { + "name": "Marvelous Calliope", + "trait": "Conjuration, Magical, Structure, Uncommon", + "item_category": "Structures", + "item_subcategory": "", + "bulk": "L when not activated", + "url": "/Equipment.aspx?ID=587", + "summary": "This large slide whistle appears to be made of fine brass, the sides of which are engraved with musical notes and dancing clowns. \r\n", + "activation": "two-actions] Interact; Frequency once per hour; Effect You play the calliope, causing it to cast charm on one of the listeners." + }, + { + "name": "Marvelous Medicines", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3027", + "summary": "This healer's toolkit contains a seemingly endless supply of bandages, herbs, and healing items of impeccable quality, granting you a +2 item bonus to Medicine checks. If you use the marvelous medicines when you Treat a Poison or Treat a Disease, before you roll your check, the medicines attempt to counteract the poison or disease you're treating, with a counteract rank of 5 and a counteract modifier of +21. This is a healing effect. The medicines can't be used to treat the same affliction for that patient again." + }, + { + "name": "Marvelous Medicines (Greater)", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3027", + "summary": "This healer's toolkit contains a seemingly endless supply of bandages, herbs, and healing items of impeccable quality, granting you a +2 item bonus to Medicine checks. If you use the marvelous medicines when you Treat a Poison or Treat a Disease, before you roll your check, the medicines attempt to counteract the poison or disease you're treating, with a counteract rank of 5 and a counteract modifier of +21. This is a healing effect. The medicines can't be used to treat the same affliction for that patient again." + }, + { + "name": "Marvelous Miniature (Boat)", + "trait": "Consumable, Expandable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3002", + "summary": "Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniature causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Marvelous Miniature (Campfire)", + "trait": "Consumable, Expandable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3002", + "summary": "Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniature causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Marvelous Miniature (Chest)", + "trait": "Consumable, Expandable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3002", + "summary": "Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniature causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Marvelous Miniature (Horse)", + "trait": "Consumable, Expandable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3002", + "summary": "Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniature causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Marvelous Miniature (Ladder)", + "trait": "Consumable, Expandable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3002", + "summary": "Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniature causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Mask (Fine)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1397", + "summary": "This well-crafted mask, suitable for a noble at a masquerade, is made with impeccable craftsmanship and expensive material, such as porcelain and gold filigree." + }, + { + "name": "Mask (Ordinary)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1397", + "summary": "This ordinary mask is made out of cheap material, such as paper-mâché or simple cloth. This can be specially fitted over another mask." + }, + { + "name": "Mask (Plague)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1397", + "summary": "This stylized bird mask is equipped with a basic filter. The plague mask attempts to counteract any inhaled poisons or airborne diseases each round you breathe. The same replacement filters used in water purifiers can be used with a plague mask, granting you the counteract modifier and effects of the filter for 20 minutes. Plague masks are uncommon items because the filters they use to protect from inhaled poisons and diseases are themselves uncommon. As such, you can buy a plague mask without a filter as a common item, though it's usually more cost-effective to buy a fine mask in the shape of a plague mask in that case." + }, + { + "name": "Mask (Rubber)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1397", + "summary": "Rubber masks are sculpted to resemble the face of another creature. You can use this mask to help decrease the difficulty of Impersonating a specific creature with a very different face than yours." + }, + { + "name": "Mask of Allure", + "trait": "Apex, Enchantment, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1066", + "summary": "This mask appears to be a pool of mirrored, shifting silver adhered to a thin metal plate. When you place it against your face, it melds to the shape of your head. The material is breathable and light, and does not obscure vision. You gain a +2 item bonus to Deception, Diplomacy, Intimidation, and Performance checks while wearing the mask.", + "activation": "free-action] envision (visual); Frequency once per day; Trigger You attempt a Deception, Diplomacy, Intimidation, or Performance check; Effect You gain a +4 status bonus to the triggering check. This ability has no effect if you're under the effects of a disguise that hides the mask of allure. Depending on the skill used, the mirrored silver transforms into one of the following appearances." + }, + { + "name": "Mask of Mercy", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2350", + "summary": "This porcelain or alabaster mask portrays an angelic visage of kindness and mercy. The mask grants a +1 item bonus to Medicine checks. ", + "activation": "one-action] (concentrate, fortune); Frequency once per day; Trigger You are about to roll a variable number of Hit Points you restore from an action with the healing trait; Effect Roll twice to determine the number of Hit Points you restore and take the higher result." + }, + { + "name": "Mask of the Cursed Eye", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2351", + "summary": "A mask of the cursed eye is decorated with at least one wide, staring eye. The first time each day you’re targeted with a detection, prediction, revelation, or scrying spell by a creature on your plane that you can’t perceive, the creature targeting you must attempt a DC 24 Will save. This effect is automatic and does not require you to Activate the item." + }, + { + "name": "Mask of the Mantis", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3497", + "summary": "The traditional headwear for the Red Mantis assassin is the mask of the mantis. Most of these masks are constructed from hard leather helmets that serve to obscure the assassin's identity and give them the appearance of possessing a mantis's head. Some variants, however, consist only of the mask itself, and are meant to be worn over the face. Regardless of the shape and style, all masks of the mantis function the same.", + "activation": "Locate Target [two-actions] 10 minutes (concentrate); Frequency once per day; Effect You cast pinpoint. If the target of this spell is a creature for which you've accepted a contract to assassinate, you are considered to have seen the creature in person for the purposes of pinpoint's requirements." + }, + { + "name": "Mask of the Mantis (Greater)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3497", + "summary": "The traditional headwear for the Red Mantis assassin is the mask of the mantis. Most of these masks are constructed from hard leather helmets that serve to obscure the assassin's identity and give them the appearance of possessing a mantis's head. Some variants, however, consist only of the mask itself, and are meant to be worn over the face. Regardless of the shape and style, all masks of the mantis function the same.", + "activation": "Locate Target [two-actions] 10 minutes (concentrate); Frequency once per day; Effect You cast pinpoint. If the target of this spell is a creature for which you've accepted a contract to assassinate, you are considered to have seen the creature in person for the purposes of pinpoint's requirements." + }, + { + "name": "Mask of the Mantis (Major)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3497", + "summary": "The traditional headwear for the Red Mantis assassin is the mask of the mantis. Most of these masks are constructed from hard leather helmets that serve to obscure the assassin's identity and give them the appearance of possessing a mantis's head. Some variants, however, consist only of the mask itself, and are meant to be worn over the face. Regardless of the shape and style, all masks of the mantis function the same.", + "activation": "Locate Target [two-actions] 10 minutes (concentrate); Frequency once per day; Effect You cast pinpoint. If the target of this spell is a creature for which you've accepted a contract to assassinate, you are considered to have seen the creature in person for the purposes of pinpoint's requirements." + }, + { + "name": "Mask of Uncanny Breath", + "trait": "Focused, Invested, Occult", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2326", + "summary": "A thin wooden mask carved in the shape of a skull, monstrous face, or eerily featureless visage, a mask of uncanny breath fully covers your face. While wearing it, each breath you take feels cool and pure, perfectly flowing to feed your qi. You gain resistance 10 to inhaled poisons and can breathe in an airless or toxic environment. When you breathe in, fragments of bizarre knowledge flow through you, granting you a +2 item bonus to Occultism checks.", + "activation": "reaction] (concentrate); Frequency once per day; Trigger Your unarmed Strike hits a creature that breathes; Effect The mask contorts and inhales, sucking breath from your target's lungs. The target falls unconscious but doesn't fall prone or drop what it's holding. It wakes up at the end of your turn if it hasn't been woken up already." + }, + { + "name": "Masquerade Scarf", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3095", + "summary": "This delicately embroidered scarf matches with every outfit and can even complete a costume or disguise with illusions.", + "activation": "Masquerade 1 minute (manipulate); Frequency once per day; Effect You arrange the scarf over your lower face, and it casts a 1st-rank illusory disguise spell on you, which ends immediately if the scarf is removed. You can alter the scarf's appearance or make it invisible as part of the illusory disguise, but it can still be felt if touched." + }, + { + "name": "Masquerade Scarf (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3095", + "summary": "The activation is a 2-action activity, you can activate it any number of times per day, and the illusory disguise is 2nd rank.", + "activation": "Masquerade 1 minute (manipulate); Frequency once per day; Effect You arrange the scarf over your lower face, and it casts a 1st-rank illusory disguise spell on you, which ends immediately if the scarf is removed. You can alter the scarf's appearance or make it invisible as part of the illusory disguise, but it can still be felt if touched." + }, + { + "name": "Master Magus Ring", + "trait": "Arcane, Focused, Invested", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2327", + "summary": "Elegant jewelry such as the master magus ring adorns experienced magi. Each ring has a significant metal and symbol to represent a particular hybrid study, such as a heavy iron ring with an icon of a mountain for inexorable iron, or glittering silver with a shield-like emblem for sparkling targe. You gain a +2 item bonus to Arcana checks.", + "activation": "free-action] (concentrate); Frequency once per day; Effect The ring transports you and any items you're wearing and holding from your current space to an unoccupied space you can see within a range equal to your Speed. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the activation fails and is used." + }, + { + "name": "Mat of Resilence", + "trait": "Magical, Uncommon", + "item_category": "Other", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3745", + "summary": "This light but sturdy woven mat, a miniature version of the floating foundations used in villages of the Dirt Sea, is carried tied in a tight roll. When you use an action to unfurl the mat onto an unoccupied horizontal space, the mat covers the existing terrain to create a smooth surface that can be walked on as if it were solid ground. Difficult or hazardous terrain in that square may be treated as normal while the mat of resilience covers it. The mat can be rolled back up or moved to an adjacent square using an Interact action, but it cannot be moved or put away while a creature is atop it.", + "activation": "Sturdy Foundation [one-action] (manipulate); Requirements A creature is atop the mat; Effect The creature enters a simple stance that makes the most of the mat’s stabilizing magic. While in this stance, if at least half of the creature’s space is atop the mat, it cannot gain the off-guard condition." + }, + { + "name": "Matchmaker Fulu", + "trait": "Consumable, Enchantment, Fortune, Fulu, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=980", + "summary": "This red fulu contains blessings for one's relationship from Shelyn, goddess of beauty and love. You get a +2 status bonus to the Diplomacy check, and if you roll a critical failure on the check, you get a failure instead.", + "activation": "free-action] envision; Trigger You attempt a Diplomacy check to Make an Impression." + }, + { + "name": "Matchstick", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "", + "url": "/Equipment.aspx?ID=3356", + "summary": "An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a matchstick is much faster than creating a flame with flint and steel. You can ignite it and touch it to a flammable object as part of the same Interact action. A matchstick remains lit for 1 round, after which it's consumed and extinguished.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Material Component Pouch", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=33", + "summary": "This pouch contains material components for those spells that require them. Though the components are used up over time, you can refill spent components during your daily preparations." + }, + { + "name": "Material Essence Disruptor (Greater)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1118", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Material Essence Disruptor (Lesser)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1118", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Material Essence Disruptor (Major)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1118", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Material Essence Disruptor (Moderate)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1118", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "two-actions] Interact" + }, + { + "name": "Matsuki's Medicinal Wine", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2685", + "summary": "Old Matsuki's private brew has quite the kick. In addition to making you tipsy, this medicinal wine works wonders in helping to recover from disease—including (ironically) drug addiction. Matsuki's medicinal wine functions as alcohol, except that its saving throw is a DC 18 Fortitude save. In addition, upon drinking a dose of Matsuki's medicinal wine, you gain a +2 item bonus to Fortitude saving throws against diseases and poisons for 24 hours. This applies to your daily save against a disease's progression; however, the bonus doesn't apply to any checks you attempt against Matsuki's medical wine itself." + }, + { + "name": "Maw of Hungry Shadows", + "trait": "Grimoire, Incapacitation, Magical, Shadow, Teleportation", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2181", + "summary": "Shadows swirl around this soot-black tome, swallowing up any light that touches them. A faint whispering emanates from the grimoire's pages when opened.", + "activation": "one-action] (concentrate); Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire that has the shadow trait; Effect Your shadow, and that of the tome, elongates and reaches hungrily for one foe within 30 feet, who must attempt a Fortitude save." + }, + { + "name": "Meal (Fine Dining)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2767", + "summary": "" + }, + { + "name": "Meal (Poor)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2767", + "summary": "" + }, + { + "name": "Meal (Square)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2767", + "summary": "" + }, + { + "name": "Mechanical Torch", + "trait": "Clockwork", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1236", + "summary": "Powered by electricity, you can turn a mechanical torch on and off by toggling a lever on the torch with an Interact action. When active, the torch sheds bright light in either a 20-foot radius (and dim light to the next 40 feet) or a 40-foot cone (and dim light to the next 40 feet). Changing this area requires a single Interact action to flip a switch. The torch carries sufficient charge to operate for ten minutes. You can recharge the torch in 1 minute via an integrated crank-charging mechanism, turning the clockwork gears and generating sparks to power the torch, though doing so requires two hands." + }, + { + "name": "Medal of Gorilla’s Might", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3971", + "summary": "Military leaders or heads of state award these special medals to commend exemplary performance by their top soldiers. They’re typically worn on a special strip of fabric near the lapel, but soldiers from different countries sometimes wear them in other places. No matter how many magical medals you have, they collectively count as one invested item.", + "activation": "Phoenix’s Sacrifice [free-action] (vitality); Frequency once per day; Trigger Your dying condition increases; Effect The phoenix bursts into flames. You lose the dying condition and regain 1 Hit Point. Your wounded value does not increase. You can use this action while unconscious." + }, + { + "name": "Medal of Griffon’s Heart", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3971", + "summary": "Military leaders or heads of state award these special medals to commend exemplary performance by their top soldiers. They’re typically worn on a special strip of fabric near the lapel, but soldiers from different countries sometimes wear them in other places. No matter how many magical medals you have, they collectively count as one invested item.", + "activation": "Phoenix’s Sacrifice [free-action] (vitality); Frequency once per day; Trigger Your dying condition increases; Effect The phoenix bursts into flames. You lose the dying condition and regain 1 Hit Point. Your wounded value does not increase. You can use this action while unconscious." + }, + { + "name": "Medal of Phoenix’s Fire", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3971", + "summary": "Military leaders or heads of state award these special medals to commend exemplary performance by their top soldiers. They’re typically worn on a special strip of fabric near the lapel, but soldiers from different countries sometimes wear them in other places. No matter how many magical medals you have, they collectively count as one invested item.", + "activation": "Phoenix’s Sacrifice [free-action] (vitality); Frequency once per day; Trigger Your dying condition increases; Effect The phoenix bursts into flames. You lose the dying condition and regain 1 Hit Point. Your wounded value does not increase. You can use this action while unconscious." + }, + { + "name": "Medal of the Wolf Pack", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3971", + "summary": "Military leaders or heads of state award these special medals to commend exemplary performance by their top soldiers. They’re typically worn on a special strip of fabric near the lapel, but soldiers from different countries sometimes wear them in other places. No matter how many magical medals you have, they collectively count as one invested item.", + "activation": "Phoenix’s Sacrifice [free-action] (vitality); Frequency once per day; Trigger Your dying condition increases; Effect The phoenix bursts into flames. You lose the dying condition and regain 1 Hit Point. Your wounded value does not increase. You can use this action while unconscious." + }, + { + "name": "Medal of Unicorn’s Purity", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3971", + "summary": "Military leaders or heads of state award these special medals to commend exemplary performance by their top soldiers. They’re typically worn on a special strip of fabric near the lapel, but soldiers from different countries sometimes wear them in other places. No matter how many magical medals you have, they collectively count as one invested item.", + "activation": "Phoenix’s Sacrifice [free-action] (vitality); Frequency once per day; Trigger Your dying condition increases; Effect The phoenix bursts into flames. You lose the dying condition and regain 1 Hit Point. Your wounded value does not increase. You can use this action while unconscious." + }, + { + "name": "Medical Wagon", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=101", + "summary": "Medical wagons are frequent sights near the battlefield. These wagons carry various mundane and magical medical supplies and are generally staffed by a medic. A small gurney is mounted in the back of the wagon for transporting personnel or for use as an emergency operating table." + }, + { + "name": "Medic’s Armband", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3972", + "summary": "You wear this white armband with a bright blue symbol identifying you as a combat medic. You gain a +1 item bonus to Diplomacy checks to change the attitudes of diseased, poisoned, and wounded creatures.", + "activation": "Do No Harm [free-action] (concentrate); Frequency once per day; Trigger An enemy within 30 feet targets you with a Strike or a spell that deals damage; Effect Your armband glows, showing that you’re here as a medic and not as a combatant. Both you and the triggering enemy take a –4 status penalty to damage rolls until the end of your next turn." + }, + { + "name": "Medusa Armor", + "trait": "Cursed, Invested, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=3130", + "summary": "This +2 adamantine scale mail appears to have a fortification rune but grants none of its effects. Whenever you are critically hit, after taking damage, you become petrified for 1 round. Once the curse has activated for the first time, the armor fuses to you." + }, + { + "name": "Membership Cords", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1623", + "summary": "These braided wool cords are threaded with reflective metal threads in patterns specified by the purchaser. No two society's patterns are the same, and purchasers tend to return to the same weaver each time to ensure new cords match previous ones. In a room lit only by dim candlelight, the reflective metal threads shimmer in a specific pattern. Many societies use these cords to prevent outsiders from infiltrating secret meetings and often have someone at the meeting area's entrance checking cords before allowing entry." + }, + { + "name": "Memoir Map", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2210", + "summary": "Your journeys and the major events in your life that occur after you obtain this tattoo appear on it, your life story traced upon your skin. Each time you journey somewhere new or accomplish something noteworthy to you, a design or symbol appears, representing the event. The positions of these images are relative in location, but measurements aren't exact. A memoir map starts with an icon representing your location when you receive the tattoo, usually over the heart, and grows from there. Traveling to another plane causes a new portion to appear on a different part of your body to represent that plane. If you want a record of your life before you receive your memoir map, you can have the tattoo artist embellish the map to represent past events." + }, + { + "name": "Memory Guitar", + "trait": "Divination, Magical, Mental", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1739", + "summary": "This simple guitar appears worn and battered from use, but upon close observation, the damage seems to be intentional. From the correct angle, the guitar's scratches and marks seem to form a simple picture, such as an environmental scene or a crude face.", + "activation": "three-actions] Interact; Frequency once per month; Effect You play the guitar and the instrument attempts to help you recover a lost memory. You can either have a specific memory in mind, such as trying to remember a childhood event, or let the guitar find a memory for you. You recall the moment with perfect clarity and reestablish it permanently in your mind with the failure effects of modify memory." + }, + { + "name": "Memory Palace", + "trait": "Conjuration, Magical, Structure, Uncommon", + "item_category": "Structures", + "item_subcategory": "", + "bulk": " when not activated", + "url": "/Equipment.aspx?ID=1374", + "summary": "A memory palace is an elaborate magical structure that safely stores memories for easy access. It appears to be a miniature Taldan villa small enough to fit in the palm of a human hand.", + "activation": "minutes) envision, Interact; Frequency once per day; Effect The miniature grows into a building connected to the Astral Plane for 1 hour. The memory palace has a 30-foot-square central courtyard surrounded by 12 10-foot-square chambers. Arranged within these chambers are various items referred to as the palace's nodes—statues, tapestries, fountains, and other works of art are common, but a node can take other forms at the GM's discretion. As a 10-minute activity, you can imprint one extended memory onto a node: the contents of a specific simple book, for example, or the events of a recent adventure. When you do, the node changes its shape and appearance to visually represent the memory you have imprinted onto it. If the node was already imprinted with a memory, the old one can be overwritten to repurpose the node." + }, + { + "name": "Memory Ribbon", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3768", + "summary": "The time-honored tradition of weaving beautiful, embroidered glory ribbons throughout one’s hair and beard remains an important cultural practice among some dwarven clans, with the choice of colors and style of presentation representing status, achievements, and other significant aspects of someone’s position. Magical versions also exist that help enhance the wearer’s memory. These magical ribbons are especially popular when someone has been invited to serve as a toastmaster at a guild banquet or as a master of ceremonies at an important festival. Their use in final oral exams for high positions is, however, hotly debated.", + "activation": "Read the Ribbon's Story [free-action] (concentrate); Trigger You attempt a skill check to Recall Knowledge but haven’t rolled yet; Effect The memory ribbon grants you a +2 item bonus to the triggering skill check to Recall Knowledge. Afterward, the ribbon becomes non-magical." + }, + { + "name": "Menacing", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2300", + "summary": "Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to Intimidation checks to Coerce others.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect The rune casts a 3rd-rank fear spell (DC 25)." + }, + { + "name": "Menacing (Greater)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2300", + "summary": "Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to Intimidation checks to Coerce others.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect The rune casts a 3rd-rank fear spell (DC 25)." + }, + { + "name": "Mender's Soup", + "trait": "Alchemical, Consumable, Processed", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1922", + "summary": "This hot, broth-based soup typically contains tubers, leeks, zesty spices, reagents, and if desired, the meat of livestock. Civic authorities commission batches of mender's soup for workers if a tricky job is on the agenda. After you eat the soup, its effects last 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to Crafting checks to Repair and restore an additional 5 Hit Points to items you successfully Repair during this time.", + "activation": "minutes (manipulate)" + }, + { + "name": "Mending Lattice", + "trait": "Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2983", + "summary": "This lattice of reinforced iron is shaped into a perfect octagon. When you activate it, it negates the damage and instantly and completely repairs the affixed item.", + "activation": "free-action] (concentrate); Trigger The affixed item would take damage; Requirements You are trained in Crafting" + }, + { + "name": "Mentalist's Staff", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3037", + "summary": "This polished wooden staff bears a swirling motif reminiscent of the folds of a brain. While wielding the staff, you gain a +2 circumstance bonus to checks to identify mental magic.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Mentalist's Staff (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3037", + "summary": "This polished wooden staff bears a swirling motif reminiscent of the folds of a brain. While wielding the staff, you gain a +2 circumstance bonus to checks to identify mental magic.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Mentalist's Staff (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3037", + "summary": "This polished wooden staff bears a swirling motif reminiscent of the folds of a brain. While wielding the staff, you gain a +2 circumstance bonus to checks to identify mental magic.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Merchant's Guile", + "trait": "Enchantment, Invested, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=477", + "summary": "The band of this ring is made from blue-colored iron and has two sharp, decorative protrusions on each side of the red-stone inlay. It feels quite heavy and reliable. Wearing this ring grants you a +2 item bonus to Deception and Diplomacy checks, but only if the associated checks involve haggling or bargaining over a purchase or trade.", + "activation": "three-actions] envision, interact; Effect You can determine if an item is magical simply by handling it. You detect no other indication of its power, only whether or not it is magical, granting the effects of a 1st-level detect magic spell that affects only the object." + }, + { + "name": "Merchant's Scale", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2734", + "summary": "" + }, + { + "name": "Merciful", + "trait": "Magical, Mental", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1869", + "summary": "Merciful weapons are sheathed in an unmistakable wispy green aura recognized by both gladiators and guards around the world. A merciful weapon has the nonlethal trait and can't be used to make a lethal attack. Any persistent damage the weapon would deal is negated." + }, + { + "name": "Merciful Balm", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2072", + "summary": "Smelling strongly of herbs and pine resin, merciful balm is a thick, sticky paste that can be used to anoint a weapon, granting the weapon the nonlethal trait for 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Merciful Charm", + "trait": "Abjuration, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1523", + "summary": "This small limestone pendant is typically carved in the shape of clasped hands. When activated, the affixed weapon gains the nonlethal trait for the triggering attack and all other attacks for 1 minute.", + "activation": "free-action] envision; Trigger You Strike with the affixed weapon; Requirements You're trained in the affixed weapon." + }, + { + "name": "Mercurial Mantle", + "trait": "Apex, Invested, Magical, Transmutation", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1067", + "summary": "This deep red cloak fits lightly about your shoulders, and the edges perpetually twitch slightly, as though caught in a breeze. The cloth feels smoother than silk, rippling and swaying like liquid when in motion. You feel a lively energy infusing your arms and legs. You gain a +3 item bonus to Acrobatics and Stealth, and a +2 circumstance bonus to AC against attacks from reactions triggered by your movement.", + "activation": "two-actions] command, envision (conjuration, teleportation); Frequency once per day; Effect The cloak hums with power as your whirl it around yourself, disappearing amid a brief flash of light. Teleport up to double your Speed to a location you can see. At the end of the teleportation, you can make a melee Strike against a creature within reach, if there is one." + }, + { + "name": "Mesmerizing Opal", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2984", + "summary": "This silver-bound opal pendant is afire with iridescence. When you activate it, attempt a Deception check to Feint. If the outcome is a success, you get a critical success instead. If the outcome is a critical failure, you get a failure instead.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Messenger Missive", + "trait": "Consumable, Magical, Missive", + "item_category": "Consumables", + "item_subcategory": "Missive", + "bulk": "", + "url": "/Equipment.aspx?ID=2064", + "summary": "A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect to be in that location as a recipient; if you don't, the first creature in the location to touch the missive is treated as the recipient. Once you finish composing the missive, it folds itself into the shape of a bird and Flies at a Speed of 45 feet (15 miles per hour) toward the location for up to 24 hours. It alights near its recipient or in their hand. When activated, the missive becomes non-magical but retains its contents. If it fails to reach its recipient in 24 hours, the missive burns to ash.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Messenger Missive (Multiple)", + "trait": "Consumable, Magical, Missive", + "item_category": "Consumables", + "item_subcategory": "Missive", + "bulk": "", + "url": "/Equipment.aspx?ID=2064", + "summary": "A messenger missive sends itself. When composing the missive, you write a location upon it. You can also include an individual creature you expect to be in that location as a recipient; if you don't, the first creature in the location to touch the missive is treated as the recipient. Once you finish composing the missive, it folds itself into the shape of a bird and Flies at a Speed of 45 feet (15 miles per hour) toward the location for up to 24 hours. It alights near its recipient or in their hand. When activated, the missive becomes non-magical but retains its contents. If it fails to reach its recipient in 24 hours, the missive burns to ash.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Messenger's Ring", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3096", + "summary": "This silver signet ring changes to match the insignia of a leader or organization you serve (or your own face, if you serve no one else). It grants you a +2 item bonus to Diplomacy checks and lets you cast message as an arcane innate spell at will.", + "activation": "Sending [three-actions] (concentrate); Frequency once per hour; Effect The ring casts sending to your specifications." + }, + { + "name": "Messenger's Ring (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3096", + "summary": "This silver signet ring changes to match the insignia of a leader or organization you serve (or your own face, if you serve no one else). It grants you a +2 item bonus to Diplomacy checks and lets you cast message as an arcane innate spell at will.", + "activation": "Sending [three-actions] (concentrate); Frequency once per hour; Effect The ring casts sending to your specifications." + }, + { + "name": "Metalmist Sphere (Greater)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=853", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. All versions of metalmist spheres from this source contain either cold iron or silver.", + "activation": "one-action] Interact" + }, + { + "name": "Metalmist Sphere (Lesser)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=853", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. All versions of metalmist spheres from this source contain either cold iron or silver.", + "activation": "one-action] Interact" + }, + { + "name": "Metalmist Sphere (Moderate)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=853", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction. All versions of metalmist spheres from this source contain either cold iron or silver.", + "activation": "one-action] Interact" + }, + { + "name": "Meteor Shot", + "trait": "Consumable, Evocation, Fire, Magical, Splash, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1196", + "summary": "This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot, it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon's normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain.", + "activation": "one-action] Interact" + }, + { + "name": "Meteor Shot (Greater)", + "trait": "Consumable, Evocation, Fire, Magical, Splash, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1196", + "summary": "This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot, it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon's normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain.", + "activation": "one-action] Interact" + }, + { + "name": "Meteor Shot (Major)", + "trait": "Consumable, Evocation, Fire, Magical, Splash, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1196", + "summary": "This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot, it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon's normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain.", + "activation": "one-action] Interact" + }, + { + "name": "Metuak's Pendant", + "trait": "Abjuration, Invested, Magical, Unique", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1525", + "summary": "This black quartz pendant carved in the shape of an angel's feather hangs from a leather cord worn around the neck. Once worn by Metuak of the Burning Mammoths, this family heirloom anchors you to your ancestors, preserving your sense of self and protecting your mind from mental manipulation and demonic possession. You gain a +1 item bonus to saving throws against mental effects that would make you confused, controlled, frightened, or stupefied. This bonus increases to +2 if the source of the effect is a fiend.", + "activation": "reaction] ; Frequency once per hour; Trigger You succeed or critically succeed at a saving throw against a mental effect that would make you confused, controlled, frightened, or stupefied; Effect Empowered by your determination, your ancestors protect you and your nearby allies. For 1 minute, you and each of your allies within 30 feet gains a +1 status bonus to saving throws against mental effects that would make you confused, controlled, frightened, or stupefied." + }, + { + "name": "Midday Lantern (Greater)", + "trait": "Light, Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1450", + "summary": "This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard lantern, except that any light the lantern emits is magical and similar to sunlight. The lantern doesn't emit dim light, instead only emitting bright light to its normal radius (20 feet for typical lights when using oil). This bright light is close enough to sunlight to open temple doors that require sunlight or similar light, but it doesn't shine direct sunlight, so it doesn't trigger effects such as a vampire's sunlight weakness.", + "activation": "one-action] to [three-actions] envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a blast of powerful sunlight. The blast has the effects of 2nd-level scorching ray using a spell attack roll of +14, with its effect determined by the number of actions you used to" + }, + { + "name": "Midday Lantern (Lesser)", + "trait": "Light, Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1450", + "summary": "This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard lantern, except that any light the lantern emits is magical and similar to sunlight. The lantern doesn't emit dim light, instead only emitting bright light to its normal radius (20 feet for typical lights when using oil). This bright light is close enough to sunlight to open temple doors that require sunlight or similar light, but it doesn't shine direct sunlight, so it doesn't trigger effects such as a vampire's sunlight weakness.", + "activation": "one-action] to [three-actions] envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a blast of powerful sunlight. The blast has the effects of 2nd-level scorching ray using a spell attack roll of +14, with its effect determined by the number of actions you used to" + }, + { + "name": "Midday Lantern (Major)", + "trait": "Light, Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1450", + "summary": "This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard lantern, except that any light the lantern emits is magical and similar to sunlight. The lantern doesn't emit dim light, instead only emitting bright light to its normal radius (20 feet for typical lights when using oil). This bright light is close enough to sunlight to open temple doors that require sunlight or similar light, but it doesn't shine direct sunlight, so it doesn't trigger effects such as a vampire's sunlight weakness.", + "activation": "one-action] to [three-actions] envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a blast of powerful sunlight. The blast has the effects of 2nd-level scorching ray using a spell attack roll of +14, with its effect determined by the number of actions you used to" + }, + { + "name": "Midday Lantern (Moderate)", + "trait": "Light, Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1450", + "summary": "This hooded lantern is made from brilliant, reinforced gold engraved with the image of the sun high in the sky. The lantern uses oil, as a standard lantern, except that any light the lantern emits is magical and similar to sunlight. The lantern doesn't emit dim light, instead only emitting bright light to its normal radius (20 feet for typical lights when using oil). This bright light is close enough to sunlight to open temple doors that require sunlight or similar light, but it doesn't shine direct sunlight, so it doesn't trigger effects such as a vampire's sunlight weakness.", + "activation": "one-action] to [three-actions] envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a blast of powerful sunlight. The blast has the effects of 2nd-level scorching ray using a spell attack roll of +14, with its effect determined by the number of actions you used to" + }, + { + "name": "Midnight Milk (Experimental)", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3451", + "summary": "Midnight milk is a strange and powerful drug, originally invented by the intellect devourers of the alien city of Ilvarandin to remotely steal the bodies of distant dreaming victims through the use of an artifact called the Dream Lens. Pure midnight milk is incredibly rare—almost all of that found beyond the vault of Ilvarandin is instead cut to reduce costs and expenses. Crafting a dose of this dangerous drug requires a wide range of reagents; the most difficult to acquire of these reagents are vials of refined “sweat” harvested via a mithral blade from the fleshy fronds of a rare form of cavetongue fungus known as authul, which grows wild only in remote corners of the Vaults of Orv. When an alchemist mixes midnight milk, they must do so while in a trancelike state that approximates the dreaming mind—a classic method of reaching this state involves the repetition of a wordless chant spoken in a specific meter and rhyme scheme (one that the poet Vumeshki unknowingly duplicated with his dream-inspired poem, “Ilvarandin”). Recently, an experimental form of the drug created by the alchemist Aliver Podiker has been developed, but so far, attempts to replicate refined midnight milk using these methods have met with failure.", + "activation": "one-action] Interact" + }, + { + "name": "Midnight Milk (Pure)", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3451", + "summary": "Midnight milk is a strange and powerful drug, originally invented by the intellect devourers of the alien city of Ilvarandin to remotely steal the bodies of distant dreaming victims through the use of an artifact called the Dream Lens. Pure midnight milk is incredibly rare—almost all of that found beyond the vault of Ilvarandin is instead cut to reduce costs and expenses. Crafting a dose of this dangerous drug requires a wide range of reagents; the most difficult to acquire of these reagents are vials of refined “sweat” harvested via a mithral blade from the fleshy fronds of a rare form of cavetongue fungus known as authul, which grows wild only in remote corners of the Vaults of Orv. When an alchemist mixes midnight milk, they must do so while in a trancelike state that approximates the dreaming mind—a classic method of reaching this state involves the repetition of a wordless chant spoken in a specific meter and rhyme scheme (one that the poet Vumeshki unknowingly duplicated with his dream-inspired poem, “Ilvarandin”). Recently, an experimental form of the drug created by the alchemist Aliver Podiker has been developed, but so far, attempts to replicate refined midnight milk using these methods have met with failure.", + "activation": "one-action] Interact" + }, + { + "name": "Midnight Milk (Refined)", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3451", + "summary": "Midnight milk is a strange and powerful drug, originally invented by the intellect devourers of the alien city of Ilvarandin to remotely steal the bodies of distant dreaming victims through the use of an artifact called the Dream Lens. Pure midnight milk is incredibly rare—almost all of that found beyond the vault of Ilvarandin is instead cut to reduce costs and expenses. Crafting a dose of this dangerous drug requires a wide range of reagents; the most difficult to acquire of these reagents are vials of refined “sweat” harvested via a mithral blade from the fleshy fronds of a rare form of cavetongue fungus known as authul, which grows wild only in remote corners of the Vaults of Orv. When an alchemist mixes midnight milk, they must do so while in a trancelike state that approximates the dreaming mind—a classic method of reaching this state involves the repetition of a wordless chant spoken in a specific meter and rhyme scheme (one that the poet Vumeshki unknowingly duplicated with his dream-inspired poem, “Ilvarandin”). Recently, an experimental form of the drug created by the alchemist Aliver Podiker has been developed, but so far, attempts to replicate refined midnight milk using these methods have met with failure.", + "activation": "one-action] Interact" + }, + { + "name": "Mighty Counterweight", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3888", + "summary": "This thick lead disk is etched with geometric patterns, and a weapon it’s applied to grows unusually heavy. When you attack with a weapon under the effects of a mighty counterweight, you deal an amount of additional bludgeoning damage equal to the number of weapon damage dice.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Mind's Light Circlet", + "trait": "Focused, Invested, Light, Occult", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2328", + "summary": "Gemstones of many colors adorn the silver of a mind's light circlet. When you're charged with mental power, the jewels scintillate with light, with different gems resonating based on your emotions. If you have at least 1 Focus Point, the gems cast dim light in a 10-foot radius. When you amp a spell, the light increases to bright light in a 20-foot radius (and dim light to the next 20 feet) until the start of your next turn.", + "activation": "free-action] (concentrate); Frequency once per day; Effect You gain 1 Focus Point, which you can use only to use a psychic amp. If not used by the end of your turn, this Focus Point is lost." + }, + { + "name": "Mind-Swap Potion", + "trait": "Consumable, Magical, Mental, Possession, Potion, Rare", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2088", + "summary": "Small bolts of brightly colored electricity flicker through the cloudy mind-swap potion. The potion often comes in a double-chambered flask, because when you drink it, you consume half the contents. If another creature of the same ancestry consumes the remainder of the contents within 1 minute, your minds swap per the effect of a critical success on a mind swap ritual. The effects last for 24 hours or until one of you Dismisses the activation.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Mindfog Mist", + "trait": "Alchemical, Consumable, Inhaled, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3341", + "summary": "Mindfog mist can be used to undermine spellcasters, as its effect on a victim's mental faculties are swift and powerful. Saving Throw DC 35 …", + "activation": "one-action] (manipulate)" + }, + { + "name": "Mindlock Shot", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2055", + "summary": "Mindlock shot is made of luminous ectoplasm in a crystalline form. When you command this ammunition, you pick a Stride or Strike. If you hit a creature with the ammunition, it falls under a mental effect that makes it use its first action on its next turn to take the action you picked. It chooses exactly how to use that action, and if you choose Stride, the target can Step if doing so is beneficial for it. On a critical hit, the target must use its next 2 actions to do as you chose, within the same parameters.", + "activation": "two-actions] (concentrate)" + }, + { + "name": "Mindrender Baton", + "trait": "Rare, Tech", + "item_category": "High-Tech", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1753", + "summary": "This short, green, metal baton uses potent transmissions along brainwave frequencies to control the minds of nearby creatures. This Numerian item's effects are high-tech in nature, not magical.", + "activation": "two-actions] Interact (incapacitation, mental); Frequency once per day; Charges 2; Effect You point the mindrender baton at a target creature within 30 feet and disrupt the target's thoughts so that it sees the carrier of the mindrender baton as its commander and liege. The target must attempt a DC 31 Will save." + }, + { + "name": "Mindsponge", + "trait": "Mental, Necromancy, Occult, Unique", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2424", + "summary": "A mindsponge appears as a misshapen gray sponge that unsettlingly resembles a malformed human brain. Though pliable in all the same ways as a damp sponge, a mindsponge has no ability to absorb water and, in fact, doesn't seem terribly porous at all. Instead, a mindsponge is used to absorb thoughts and memories from living creatures.", + "activation": "minute (envision, Interact); Effect You use the mindsponge to harvest the memories and mental energy of a specially prepared target as it dies. To prepare the target (who must be willing or helpless), you must perform a 10-minute surgery to expose a portion of the target's brain without killing them. This requires a successful DC 28 Medicine (master) check; if you fail this check, the target dies before you can use the mindsponge." + }, + { + "name": "Miniaturization Module", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3798", + "summary": "A miniaturization module is a bulky clockwork belt interwoven with clear rubber tubing. These tubes are filled with distilled liquid magic, which serves as a power source. While wearing a miniaturization module, you gain a +1 item bonus to checks to Escape.", + "activation": "Miraculous Escape [reaction] Frequency once per day; Trigger You become grabbed, immobilized, or restrained; Effect You instinctively trigger the miniaturization module and wiggle free, then move and grow larger, seemingly escaping in a flicker of motion. You become Tiny, then attempt to Escape the triggering effect, gaining a +4 circumstance bonus to this check. If you successfully Escape, you Step into an adjacent space. Regardless of the result, you then return to your original size." + }, + { + "name": "Minor Astonishing Ink", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3564", + "summary": "This syrupy ink smells organic and faintly spoiled. It’s tied to one of Ushernacht’s engines, created with a sample of the fluid from inside the engine. If the associated engine stops functioning, all ink linked with it can no longer be activated, including freshly created ink.", + "activation": "minutes (manipulate)" + }, + { + "name": "Minor Bloodstone Doll", + "trait": "Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3574", + "summary": "his small doll has been carved from a fragment of Bloodstone. When you Activate a bloodstone doll in response to another’s magic, you Interact to take it in hand and hold it up toward the triggering creature. Attempt a counteract check against the triggering spell at the listed bonus and rank.", + "activation": "reaction] (concentrate, manipulate); Trigger A creature within 60 feet casts a summon spell; Requirements You have a free hand" + }, + { + "name": "Minotaur Chair", + "trait": "Evocation, Magical", + "item_category": "Assistive Items", + "item_subcategory": "Mobility Devices", + "bulk": "4", + "url": "/Equipment.aspx?ID=1358", + "summary": "A minotaur chair is a traveler's chair with chair storage , impulse control , and +1 striking wounding wheel spikes . The wheel …", + "activation": "two-actions] Interact; Frequency once per hour; Effect You rush forward with the wheelchair in a powerful charge, bowling through foes who stand in the way. Stride in a straight line, moving through enemies' spaces and making an attack with the wheel spikes against every foe in the line. If the foe is prone, the following effects apply: the attack gains a +1 circumstance bonus to damage per weapon damage die, and the wounding rune deals 1d12 persistent bleed damage on a hit (or 3d6 persistent bleed damage on a critical hit)." + }, + { + "name": "Miogimo's Mask", + "trait": "Invested, Magical, Necromancy, Unique", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=889", + "summary": "The crime lord Miogimo almost always appears with this special mask, crafted with a piece of his soul. It has two forms. In its first form, the mask depicts a silvery and angelic face; while wearing the mask in this form, your alignment appears as lawful good to creatures attempting to detect your alignment. In its second form, the mask depicts a gold-skinned demonic face; while wearing the mask in this form, your alignment appears as chaotic evil to creatures attempting to detect your alignment. If you die while wearing the mask, a fragment of your soul is trapped in the mask, forming a life link. If there was already a soul fragment in the mask when this happens, you roll a Will save against the Will DC of the person who left the previous fragment. If you succeed, your soul fragment replaces the old one. On a failure, you die normally.", + "activation": "minutes (command, envision, Interact); Requirements A soul fragment is in the mask; Effect You cast talking corpse on the soul fragment, except you communicate telepathically and don't require the fragment's body to speak." + }, + { + "name": "Miraculous Paintbrush", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2120", + "summary": "The bristles on a miraculous paintbrush shift in a rainbow of colors, and can magically create an object painted with them. The paint flows as you Activate the miraculous paintbrush and changes color at your whim as you paint. The paint can cover a 10-foot-square, two-dimensional surface. When you’re done painting, attempt a DC 30 Crafting check.", + "activation": "minutes (concentrate, manipulate)" + }, + { + "name": "Miring Round", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Siege Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3873", + "summary": "This ammunition is made of thick glass filled with gray, murky water. When a miring round impacts the ground, it shatters, the murky water soaking into the ground in the normal blast area for the weapon and turning it into soft mud regardless of its normal composition. The area becomes difficult terrain for one minute. Any siege weapons or other heavy objects, as determined by the GM, sink into the mire. Siege weapons that sink in are difficult to operate, requiring 1 additional action to Aim for as long as they remain in the mud. After 1 minute, the mud dries up and the ground returns to its normal composition. Any creatures or objects in the mud are returned to the surface.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Mirror", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2735", + "summary": "" + }, + { + "name": "Mirror Goggles (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2315", + "summary": "These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving throws against visual effects.", + "activation": "reaction] (manipulate); Trigger A creature within 60 feet targets you with a visual effect; Effect You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is sickened 1 (sickened 2 on a critical failure). The creature is temporarily immune for 1 hour." + }, + { + "name": "Mirror Goggles (Lesser)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2315", + "summary": "These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving throws against visual effects.", + "activation": "reaction] (manipulate); Trigger A creature within 60 feet targets you with a visual effect; Effect You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is sickened 1 (sickened 2 on a critical failure). The creature is temporarily immune for 1 hour." + }, + { + "name": "Mirror Goggles (Moderate)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2315", + "summary": "These goggles feature highly reflective lenses. While wearing the goggles, you gain a +1 item bonus to visual Perception checks and to saving throws against visual effects.", + "activation": "reaction] (manipulate); Trigger A creature within 60 feet targets you with a visual effect; Effect You turn your head to reflect aspects of the triggering effect back at its creator. The creature must attempt a DC 20 Fortitude save as it becomes disoriented by this reflection. On a failure, the creature is sickened 1 (sickened 2 on a critical failure). The creature is temporarily immune for 1 hour." + }, + { + "name": "Mirror of Sleeping Vigil", + "trait": "Illusion, Invested, Magical, Sleep, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1439", + "summary": "This jeweled mirror grants you gain greater control over your dreaming self. While invested, you can watch over your sleeping body from the Dreamlands, letting you see your own body and a 5-foot emanation around you, though you can't hear, smell, or use other senses from your dreaming self. You do not take the –4 status penalty to visual Perception checks in that area or gain the blinded condition from being unconscious against creatures in that area. As long as you fell asleep voluntarily and not from a sleep effect, you can automatically wake up from sleep if there is visible activity around you." + }, + { + "name": "Mirror of Sorshen", + "trait": "Artifact, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3121", + "summary": "The silvery glass of this oval mirror displays alluring sights. Its dark wooden frame is studded with small green gems and is carved with a pair of sensuous humanoid shapes—one on the edge of each side of the glass.", + "activation": "Irresistible Desire [three-actions] (concentrate, emotion, incapacitation, visual); Requirements The target must be fascinated by the mirror; Effect You control the target for 30 days, with the effect of a critically failed saving throw against dominate. If the victim sees the mirror again at any point before this duration expires, the control extends for an additional 30 days from the moment it looked at the mirror again. While there is no initial saving throw, the DC to break free due to commands against the creature's nature is 35." + }, + { + "name": "Mirror Robe", + "trait": "Illusion, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1319", + "summary": "Thousands of small, reflective, mirrored glass shards have been carefully stitched down this long silk duster. ", + "activation": "one-action] Interact (visual); Requirements The mirror robe was last activated to divert attention away from you and you are hidden or undetected by at least one foe; Effect You draw attention toward yourself. Choose one foe to which you were hidden or undetected. You reveal yourself to all, becoming observed. The foe you chose diverts its attention to you, becoming flat-footed to your allies until the beginning of your next turn. If you are invisible or otherwise can't become observed, you can't use this activation." + }, + { + "name": "Mirror-Ball Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon, Visual", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1274", + "summary": "A mixture of metal shavings and flash powder inside this small, mirrored sphere ignites when disturbed, causing the ball to flash and spin. When a creature enters the square, the ball pops into the air, and all creatures within 10 feet who can see the mirror ball must succeed at a DC 22 Fortitude save or become dazzled for 1 round. On a critical failure, affected creatures are instead dazzled for 1 minute." + }, + { + "name": "Misdirecting Haversack", + "trait": "Illusion, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1242", + "summary": "This brown leather satchel is made from a heavily oiled and rustic leather. The satchel is large enough to hold up to 1 Bulk worth of items. ", + "activation": "one-action] command; Effect You revert one of the documents back to its original state." + }, + { + "name": "Misleading", + "trait": "Illusion, Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1834", + "summary": "This rune attempts to obfuscate your location through illusory trickery. When you're concealed, the DC of the flat check to target you with an effect is 6 instead of 5.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect The armor casts mislead, affecting you. It lasts until the end of your next turn." + }, + { + "name": "Missive Mint", + "trait": "Alchemical, Auditory, Consumable, Linguistic", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1923", + "summary": "This white mint with a chalky coating appears to be a normal candy unless someone examining it succeeds at a DC 15 Crafting check to Identify Alchemy. If the crafter has the powerful alchemy class feature, this DC is their class DC instead, if it's higher. The mint's crafter can imbue a missive mint with a message containing up to 25 words while creating it. Someone who consumes the missive mint hears the message in a fizzing voice as the mint's coating bubbles away, which takes the same amount of time as it would to speak the message. The mint's eater has no way of knowing who the original sender was, what they sound like, or who the message was intended for.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Mistform Elixir (Greater)", + "trait": "Alchemical, Consumable, Elixir, Illusion, Visual", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3310", + "summary": "A faint mist emanates from your skin, making you concealed for the listed duration. As usual, if you become concealed when your position is still obvious, you can't use this concealment to Hide or Sneak.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Mistform Elixir (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Illusion, Visual", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3310", + "summary": "A faint mist emanates from your skin, making you concealed for the listed duration. As usual, if you become concealed when your position is still obvious, you can't use this concealment to Hide or Sneak.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Mistform Elixir (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Illusion, Visual", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3310", + "summary": "A faint mist emanates from your skin, making you concealed for the listed duration. As usual, if you become concealed when your position is still obvious, you can't use this concealment to Hide or Sneak.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Mistranslator's Draft", + "trait": "Consumable, Cursed, Divination, Magical, Potion", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1644", + "summary": "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.", + "activation": "one-action] Interact" + }, + { + "name": "Miter of Communion", + "trait": "Divination, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=570", + "summary": "This ornate headgear comes in many different shapes and sizes, though most are elaborately decorated with motifs of the deity whose honor in which it was made. The miter brings you spiritually closer to your deity’s servitors, granting you a +2 item bonus to Religion checks.", + "activation": "minute (command); Frequency once per week; Effect You chant for a minute about a task at hand for the coming week to cast a 4th-level read omens spell that grants you cryptic but useful advice." + }, + { + "name": "Mnemonic Acid", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=822", + "summary": "This translucent yellow-green liquid has a sharp, tangy odor and an oily sheen. It's mildly acidic and can cause a minor rash after prolonged contact with skin. To unlock its true potential, you must submerge a piece of an intelligent creature's brain matter in the acid and allow the material to completely dissolve. This takes 2d10 minutes, during which time the mnemonic acid bubbles and steams eagerly.", + "activation": "one-action] Interact" + }, + { + "name": "Mnemonic Feather", + "trait": "Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3523", + "summary": "Murrou crafted these feathers to assist in remembering information. A mnemonic feather is an emu feather imbued with magical energies. You can place the mnemonic feather in a book with an Interact action. As long as the mnemonic feather remains within the book, you recall information contained within that book perfectly, as if you were reading the page, as long as the book is on the same plane as you. When you attempt to Recall Knowledge about a topic contained within the book, you gain a +1 status bonus to the check.", + "activation": "Recite Mnemonic [reaction] (auditory, concentrate, mental); Frequency once per day; Trigger An ally within 30 feet attempts a Recall Knowledge check involving the topic in the mnemonic feather’s book; Effect You mentally impart the book’s knowledge to your ally, giving them the benefit of the mnemonic feather." + }, + { + "name": "Mobile Command Post", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=102", + "summary": "This utilitarian vehicle resembles a small encampment, complete with protective barriers, a kitchen, sleeping quarters, and partitioned offices, all mounted on ironclad timbers. Beneath these timbers is a series of cogs and wheels, enclosed by a solid chain track made of iron plates. These tracks enable the mobile command post to move over all types of terrain, albeit at a slow pace. Once in position, these tracks fold up, allowing the vehicle’s base to rest on the ground while providing extra protection along the sides of the vehicle." + }, + { + "name": "Mobile Inn", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=29", + "summary": "A mobile inn is the next step up from an armored carriage, bringing the limited comforts of a simple (and cramped) inn stay to make long distance journeys more bearable for wealthy travelers. Essentially a tiny inn on wheels, powered by alchemical catalysts and a steam engine, the vehicle is equipped with a stove, storage cupboard, washbasin, table, two benches, and a compact sleeping loft large enough to accommodate four. It can be modified to accommodate a single passenger in significantly more comfort or to easily hold 5 passengers by stripping the accommodations." + }, + { + "name": "Mocker's Swazzle", + "trait": "Magical, Unique", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3630", + "summary": "A swazzle is a device made of two strips of metal bound with sinew and around a reed that, when held to the mouth, causes the user’s voice to take on a distinctive rasping tone. Swazzles are often used by street puppeteers to give their puppets’ voices a unique and memorable timber. A mocker’s swazzle, though, has a different use—rather than simply giving voices to troublemaking puppets, it helps a performer fight back against hecklers in a crowd.", + "activation": "Mocking Spell [one-action] (auditory, linguistic, spellshape); Frequency once per day; Effect You direct a quick bit of insulting mockery at a creature who can understand you that’s within earshot. If your next action is to cast a mental spell that targets only that creature, that creature takes a –1 item penalty to any saving throw against the spell and, regardless of the result of the saving throw, becomes off-guard until the start of your next turn." + }, + { + "name": "Moderate Aetheric Irritant", + "trait": "Consumable, Gadget, Sonic, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3565", + "summary": "An aetheric irritant is a chime that can emit a subsonic frequency that otherworldly beings find unpleasant. When you Activate an aetheric irritant, you sound the chime and place it on the ground in a square within your reach. Creatures with the fey, spirit, or undead traits must attempt a Will save when they enter the affected area and at the beginning of every turn they are in the affected area. Those who fail the save treat the area as difficult terrain until the beginning of their next turn. A creature that critically succeeds at the save is immune to all aetheric irritants for 24 hours. An aetheric irritant continues to hum until it shakes itself to pieces after 10 minutes of being activated or it is moved, whichever comes first.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Moderate Antifungal Salve", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3747", + "summary": "This foul-smelling pink paste is traditionally kept in a tightly sealed jar. Spreading the salve on exposed skin grants an item bonus to saving throws against all afflictions that have the fungus trait or that originate from creatures with the fungus trait. The bonus lasts for 6 hours.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Moderate Astonishing Ink", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3564", + "summary": "This syrupy ink smells organic and faintly spoiled. It’s tied to one of Ushernacht’s engines, created with a sample of the fluid from inside the engine. If the associated engine stops functioning, all ink linked with it can no longer be activated, including freshly created ink.", + "activation": "minutes (manipulate)" + }, + { + "name": "Moderate Aurochs' Might Tattoo", + "trait": "Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3738", + "summary": "The auroch depicted by this tattoo is a powerful symbol of strength and resilience. When upgraded, the tattoo expands to depict an increasingly imposing herd of aurochs.", + "activation": "Aurochs Charge [two-actions] (concentrate); Frequency once per day; Effect You Stride twice and make a melee Strike against a creature within your reach at any point during your movement. If the Strike hits and deals damage, the target attempts a DC 24 Fortitude save to avoid being toppled by the impact." + }, + { + "name": "Moderate Banner of Creeping Death", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3903", + "summary": "The very fabric of this off-putting magical banner seems to be rotting with a slick, foul texture. Traditionally, these banners were created from the uniforms of fallen enemy troops, but this is considered a cruel and dishonorable practice by many modern nations. While holding a banner of creeping death, you can use the following ability.", + "activation": "Void’s Embrace [one-action] (concentrate, void); Frequency once per minute; Effect A massive wave of void energy floods out from the banner in all directions. All living creatures within the banner’s aura take 1d4+1 void damage (DC 19 basic Fortitude save)." + }, + { + "name": "Moderate Bougainvillea Blossom", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3723", + "summary": "This pink flower has long, slender thorns along the stem. The flower can be used as a catalyst when casting an entangling flora spell, which causes the affected plants to sprout long thorns and vibrant pink blossoms. The area becomes hazardous terrain, dealing the listed piercing damage to an enemy each time it enters an affected square.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Moderate Crimson Godsblood Serum", + "trait": "Consumable, Magical, Potion, Rare", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=3762", + "summary": "Though it contains but a tiny drop of Gorum’s blood, drinking this thick, swirling potion fills the user with divine wrath and resilience. While under the effect of the potion, you gain a status bonus to physical damage rolls for 1 minute. The first time during that minute you’re reduced to 0 Hit Points but not immediately killed, you avoid being knocked out, regain the listed amount of Hit Points, and become confused for 1 round, and your wounded condition increases by 1.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Moderate Defoliation Bomb", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon, Void", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3721", + "summary": "This brightly painted ceramic sphere contains chemicals that cause plants to wither and die. A defoliation bomb deals the listed void damage, persistent void damage, and splash damage to all plants in the area. Non-creature plants in the area immediately wither and die. Many types grant a bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d6 void damage, 2d4 persistent void damage, and 2 void splash damage." + }, + { + "name": "Moderate Durian Bomb", + "trait": "Alchemical, Bomb, Consumable, Olfactory, Plant, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3734", + "summary": "Whereas a durian’s aroma ranges from pleasant to revolting depending on the person, a durian bomb is a fruit that’s been alchemically modified for maximum revulsion. Many types of this bomb grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d4 points of piercing damage, and the DC is 17." + }, + { + "name": "Moderate Flowing Water", + "trait": "Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3740", + "summary": "The Flood Truce is a season of relative peace, and this tattoo of a river can soothe your temper when you might otherwise lash out. You gain a +1 item bonus to Diplomacy checks made against orcs who honor the Flood Truce.", + "activation": "Embody the Truce [reaction] (concentrate); Frequency once per day; Trigger A mental effect would compel you to harm an ally or bystander; Effect Attempt a counteract check with a counteract rank of 2 to end the effect." + }, + { + "name": "Moderate Inflammation Flask", + "trait": "Acid, Alchemical, Bomb, Consumable, Disease, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3731", + "summary": "This flask contains a caustic irritant that makes a target’s skin, scales, or carapace extremely sensitive to further nicks and burns. An inflammation flask deals the listed acid damage and acid splash damage. On a hit, the target also gains weakness to acid, fire, and slashing damage for 3 rounds. Many types of inflammation flask grant a bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d6 acid damage and 2 acid splash damage. The target gains weakness 2 to acid, fire, and …" + }, + { + "name": "Moderate Maelstromic Destabilizer", + "trait": "Consumable, Gadget, Spirit, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3567", + "summary": "A maelstromic destabilizer is a whirling gyroscope of burnished bronze and glass. It strengthens the bonds that hold a creature to this world by weakening those same bonds to every other nearby creature. When activated, the destabilizer emits a constant pleasant chime as it spins. For the next minute, the creature holding the gadget gains the listed resistance to spirit damage, while all creatures not immune to spirit damage in a 10-foot emanation gain the listed weakness to spirit damage.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Moderate Nail Bomb", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3722", + "summary": "This pressurized iron casing bursts open when struck, releasing cold iron shrapnel. The bomb deals the listed piercing damage and piercing splash damage from a cold iron source. Many types grant a bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 4d4 piercing damage and 2 piercing splash damage." + }, + { + "name": "Moderate Necrotic Cap", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3729", + "summary": "You can use this slimy, rotting mushroom as a spell catalyst when you cast an acid grip spell by tapping it against the target, causing the mushroom to release a cloud of necrotic spores. When you do, acid grip loses the acid trait, gains the fungus trait, and all acid damage the spell deals becomes void damage. On a hit, the target additionally gains the enfeebled and sickened conditions, with the listed values, as the spores consume their flesh. As long as the target is taking persistent void damage, they can’t reduce the value of their sickened condition below 1." + }, + { + "name": "Moderate Portable Seal", + "trait": "Consumable, Gadget, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3569", + "summary": "A portable seal is a stiff framework of copper wires and strategically placed hinges, so that when the device is snapped open it forms an instant geometric design. A tiny Stasian coil is attached, which when activated runs a mixture of occult energy and high-voltage electricity through the wire. The design covers a 5-foot burst when unfolded and must be unfolded into an area free of major obstructions such as rocks or hostile creatures. When a creature with the summoned trait attempts to enter the seal’s area or make a melee Strike against a creature in that area, the summoned creature must attempt a Will save.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Moderate Quartz-Coil Rail Transport", + "trait": "Consumable, Electricity, Gadget, Teleportation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3570", + "summary": "The distance you can teleport increases to 40 feet, and the electricty damage increases to 4.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Moderate Rending Gauntlets", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3741", + "summary": "These heavy gloves are reinforced with thick animal hide and sharpened bone.", + "activation": "Shredding Finisher [one-action] (manipulate); Frequency once per hour; Requirements You hit the same creature with two unarmed Strikes in the same round; Effect The gauntlets’ spikes dig into the creature just before you tear them free, dealing the listed piercing damage." + }, + { + "name": "Moderate Roc-Shaft Arrow", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3744", + "summary": "Each of these arrows is made from an immense roc’s flight feather, most of whose vanes have been trimmed to expose the arrow’s shaft. When an activated roc-shaft arrow hits a target, the arrow briefly grows a pair of avian wings and attempts to carry off the target. The target must succeed at a Fortitude save or be moved to a space you choose within an area determined by the arrow’s type; if the target critically fails, the arrow can move them an additional 10 feet. If this would move the target into a hazardous space, this effect gains the incapacitation trait.", + "activation": "one-action] Interact" + }, + { + "name": "Moderate Spider Satchel", + "trait": "Alchemical, Bomb, Consumable, Poison, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3732", + "summary": "The Verduran Forest’s tiny tent-trap spider lays her eggs in a pyramidal web, and her young hatch only in response to intense vibration, such as the struggles of an ensnared insect or even songbird. Sadistic alchemists gather and augment these eggs, packing them in silken satchels that disgorge thousands of biting spider babies on impact. Many types of spider satchel grant a bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d6 persistent poison damage, 2 poison splash damage, and fascinates the target while the …" + }, + { + "name": "Moderate Swapping Stone", + "trait": "Conjuration, Consumable, Magical, Teleportation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=944", + "summary": "This small, opalescent stone glows with a light that constantly shifts between colors. When you activate the stone, you throw it into a space within 100 feet. The stone then casts dimension door on you and transports you to itself. This destroys the stone.", + "activation": "one-action] Interact" + }, + { + "name": "Moderate Tangibility Resonator", + "trait": "Consumable, Gadget, Sonic, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3572", + "summary": "One of the stranger devices to come out of the University of Lepidstadt is a twisted glass contraption that hums with electricity. This vibration is harmless to most but is massively disruptive to the locomotion of incorporeal creatures. When activated, one incorporeal creature within 15 feet must attempt a DC 19 Fortitude saving throw. Once used, the vibrations cause the glass to shatter.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Moderate Tenderizer Grenade", + "trait": "Acid, Alchemical, Bomb, Consumable, Plant, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3736", + "summary": "Made from the acidic flesh of an especially astringent fruit found on the Plane of Wood, this bomb’s contents soften, oxidize, and season whatever they touch. Many types of this bomb grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d6 points of acid damage." + }, + { + "name": "Moderate Vanishing Shocker", + "trait": "Consumable, Electricity, Gadget, Illusion, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3573", + "summary": "The vanishing shocker is a cube with extruding spikes at each corner. This inscrutable device channels occult energy through the electricity it produces, creating the result of invisible lighting. When activated, the cube floats above your head, creating a field of invisible electricity in a 10-foot emanation that lasts for 1 round. You and creatures within the emanation are concealed. Creatures that enter or start their turn within the area must attempt a DC 22 Reflex save.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Moderate Wood-Rotted Root", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3730", + "summary": "This palm-sized chunk of wood it rotting, and riddled with mold and fungi. You can crush this wood to use it as a spell catalyst when you cast a oaken resilience. When you do, the bark that covers your skin is rotting, and emits a small cloud of spores whenever your hurt. For the duration, whenever you take physical damage, your rotting bark skin emits a cloud of spores in the listed emanation. Creatures in the area must attempt a Fortitude save at the listed DC to avoid taking the listed poison damage.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Monarch", + "trait": "Air, Divine, Relic, Unique", + "item_category": "Relics", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3452", + "summary": "Monarch is an ancient starknife, once wielded by a priest of the Desnan sect known as the Order of the Starless Night, an organization devoted to protecting Golarion from the horrors of the Dark Tapestry. The weapon is made of low-grade silver, and its blades gleam with soft light, equivalent to that of a candle (the glow can be extinguished or activated by the weapon's carrier by activating Monarch as an envision action). The blades bear etchings of monarch butterflies in flight.", + "activation": "minutes (envision, Interact); Frequency once per day; Requirements Monarch must possess a major gift; Effect Monarch casts dream message (heightened to 4th level) to your specifications." + }, + { + "name": "Monkey", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1685", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Monkey Pin", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2985", + "summary": "This small brass pin is shaped like a monkey climbing a tree. When you activate this talisman, use a Climb action with a +1 item bonus on the check. On this check and until the end of your turn, if you succeed on an Athletics check to Climb, you move your full Speed during the Climb. If you roll a critical failure, you get a failure instead.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Monkey's Paw", + "trait": "Cursed, Magical, Misfortune, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3131", + "summary": "This dried, gnarled hand is clenched in a fist, waiting for a creature to pick it up. When you pick up the monkey's paw, the hand opens, revealing three withered fingers. The monkey's paw grants you three wishes (with the effects of a success on the wish ritual), curling one finger after every one. Once you pick up the monkey's paw, you cannot discard the hand until it returns to a clenched fist by granting its three wishes. Any attempts to discard the hand, even with the effects of a wish ritual, are unsuccessful as the monkey's paw reappears among your possessions within 1d4 hours; it doesn't work for any other creature in the intervening time. The hand returns even if another creature steals it from you. Once you make all three wishes, the monkey's paw uses interplanar teleport to travel to a random point in the multiverse." + }, + { + "name": "Monster Suit", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3532", + "summary": "Monster suits are used in elaborate and often tawdry performances where actors portray monstrous creatures.These shows tend to feature gratuitous special effects and culminate with the costumed actors engaging in mock battles on stage, to audiences’ delight." + }, + { + "name": "Moon Blossom Tea", + "trait": "Consumable, Divination, Magical, Potion, Tea, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Tea", + "bulk": "L", + "url": "/Equipment.aspx?ID=3143", + "summary": "This bright and citrusy tea is traditionally made with green tea combined with orange rind shavings and flower petals plucked during a full moon. Some claim to be able to tell the difference if these petals were plucked at other times, but this does not alter the tea's effects. The tea leaves have a chance to anticipate unexpected encounters. After consuming the tea, you gain a +2 item bonus to all initiative rolls for 1 hour and gain the following reaction.", + "activation": "reaction] (envision); Trigger You roll a failure on a Reflex save; Effect You get a success on the Reflex save instead. Reduce the remaining duration of moon blossom tea by 1 hour; if this reduces the duration to 0, the duration ends. This is a fortune effect." + }, + { + "name": "Moon Radish Soup", + "trait": "Alchemical, Consumable, Healing, Mental, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1746", + "summary": "In addition to its slightly spicy-sweet flavor, Svetlana Leveton's creamy moon radish soup is amazingly comforting, clearing the mind of anyone who has a bowl of it. After you eat the soup, it attempts to counteract (counteract +6) stupefied conditions affecting you; if successful, it reduces the value of your stupefied condition by 1 (or by 2 on a critical success). After eating a serving of moon radish soup, you gain temporary immunity to its effects for 24 hours.", + "activation": "minute (Interact)" + }, + { + "name": "Moonkeep Hyacinth", + "trait": "Consumable, Magical, Plant, Rare", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3790", + "summary": "These magical flowers are infused with the power to counteract the curse of the werecreature. Intentionally growing these flowers is nearly impossible, as they don’t produce seeds, and the primal magic required to produce them has been lost to time. They occasionally grow in places where a particular powerful werecreature is buried, though if an exact process to guarantee their growth exists, it remains a mystery.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Moonkeep Lily", + "trait": "Consumable, Magical, Plant, Rare", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3790", + "summary": "These magical flowers are infused with the power to counteract the curse of the werecreature. Intentionally growing these flowers is nearly impossible, as they don’t produce seeds, and the primal magic required to produce them has been lost to time. They occasionally grow in places where a particular powerful werecreature is buried, though if an exact process to guarantee their growth exists, it remains a mystery.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Moonkeep Orchid", + "trait": "Consumable, Magical, Plant, Rare", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3790", + "summary": "These magical flowers are infused with the power to counteract the curse of the werecreature. Intentionally growing these flowers is nearly impossible, as they don’t produce seeds, and the primal magic required to produce them has been lost to time. They occasionally grow in places where a particular powerful werecreature is buried, though if an exact process to guarantee their growth exists, it remains a mystery.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Moonlit Ink", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "", + "url": "/Equipment.aspx?ID=1624", + "summary": "This alchemical ink is applied to a stamping device, typically a wooden seal or chop commissioned by the secret society and costing 1 sp. When the seal is pressed to paper, the ink briefly shows up before fading into invisibility. The stamp can be revealed by exposing the stamped item to direct moonlight for 1 minute. A character checking a good or document marked by a moonlit ink stamp must succeed at a DC 25 Perception check to spot the stamp without exposure to moonlight. In addition to its use by secret societies for their secret books, papers, and messages, some smugglers use moonlit ink to mark their goods.", + "activation": "one-action] Interact" + }, + { + "name": "Moonlit Spellgun (Greater)", + "trait": "Attack, Consumable, Fire, Light, Magical, Spellgun", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2121", + "summary": "Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried by hunters of werecreatures and vampires. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun’s damage is treated as silver for the purposes of weaknesses, resistances, and the like.", + "activation": "two-actions] Strike" + }, + { + "name": "Moonlit Spellgun (Lesser)", + "trait": "Attack, Consumable, Fire, Light, Magical, Spellgun", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2121", + "summary": "Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried by hunters of werecreatures and vampires. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun’s damage is treated as silver for the purposes of weaknesses, resistances, and the like.", + "activation": "two-actions] Strike" + }, + { + "name": "Moonlit Spellgun (Major)", + "trait": "Attack, Consumable, Fire, Light, Magical, Spellgun", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2121", + "summary": "Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried by hunters of werecreatures and vampires. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun’s damage is treated as silver for the purposes of weaknesses, resistances, and the like.", + "activation": "two-actions] Strike" + }, + { + "name": "Moonlit Spellgun (Minor)", + "trait": "Attack, Consumable, Fire, Light, Magical, Spellgun", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2121", + "summary": "Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried by hunters of werecreatures and vampires. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun’s damage is treated as silver for the purposes of weaknesses, resistances, and the like.", + "activation": "two-actions] Strike" + }, + { + "name": "Moonlit Spellgun (Moderate)", + "trait": "Attack, Consumable, Fire, Light, Magical, Spellgun", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2121", + "summary": "Elegant silver filigree contains the body of this ephemeral item, which is made of solid light. Its shape resembles a pistol, and it’s often carried by hunters of werecreatures and vampires. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target’s AC. This spellgun has a range increment of 30 feet. The spellgun emits a silvery ray of pure moonlight that deals fire damage depending on its type. The spellgun’s damage is treated as silver for the purposes of weaknesses, resistances, and the like.", + "activation": "two-actions] Strike" + }, + { + "name": "Moonsilver Necklace", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3172", + "summary": "Those who are in tune with nature understand well the transience of life and the migration of souls. Just as the moon waxes and wanes, so too are the candles of life lit and extinguished. The ritual for creating this item requires an animal sacrifice in direct moonlight, the belief being that creatures sacrificed in this way are blessed to reincarnate into better lives. While wearing this silver, crescent-shaped necklace, your unarmed melee Strikes are silver weapons with the properties of the ghost touch rune." + }, + { + "name": "Moonstone Diadem", + "trait": "Divination, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=588", + "summary": "This delicate and elegant diadem is woven of intricate silver wires set with three tear-shaped pearlescent moonstones. You gain a +1 item bonus to Religion checks.", + "activation": "three-actions] focus; Frequency once per hour; Requirements You are within 10 feet of a moonstone pool; Effect You peer into the moonstone pool and gain access to all the visual history recorded within the receptacle by concentrating on the specific subject you wish to see. Conversely, you can choose to deposit your own memories into the pool by concentrating for 1 hour on the information you wish to impart." + }, + { + "name": "Moritype", + "trait": "Consumable, Gadget, Uncommon, Void", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3568", + "summary": "This plate of smoky glass is a variation on Dr. Krasovna Gerenevich’s krasovnatype that is imprinted with void energies. Creating the plate requires a living thing to die as part of its electrical charging; most creators use insects or lab mice. The moritype creates an image in the same way as a krasovnatype, but also siphons off part of that aura. If used on a living creature, that creature must attempt a Will save.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Morph Jewel", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3889", + "summary": "Constructed of an oddly flexible material, this golden jewel holds whatever shape it’s twisted into. Choose bludgeoning, piercing, or slashing when you apply a morph jewel to a weapon. The weapon’s damage becomes that type for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Mortal Chronicle", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2211", + "summary": "Common among fatalists and adventurers with access to resurrection magic, mortal chronicles look like tombstones, funeral plaques, or simple scrolls bearing the wearer's name or nickname. If you die, the date and cause of your death appear on the tattoo. The cause is literal and inexact, failing to identify specifics; it could read “beheaded” or “immolated” but not “beheaded by Amiri” or “murdered with fire.” If you're raised from the dead, a mark on the tattoo indicates the date you reversed your death. The tattoo then expands enough to list your next death when it comes." + }, + { + "name": "Mortalis Coin", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2110", + "summary": "This small golden coin is usually stamped with the image of a boar or other resilient creature. If the triggering damage would cause you to become dying 2 (typically due to a critical hit or your critical failure), you become dying 1 instead. In addition, for 10 minutes, you die from the dying condition at dying 5, rather than dying 4.", + "activation": "free-action] (concentrate); Trigger You are reduced to 0 Hit Points by damage but not immediately killed; Requirements You are an expert in Fortitude saves." + }, + { + "name": "Mortar of Hidden Meaning", + "trait": "Divination, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=571", + "summary": "This matching mortar and pestle are made from immaculate darkwood that looks nearly olive in the right light. ", + "activation": "minute (Interact); Frequency once per hour; Effect You use the mortar of hidden meaning to grind tea leaves (or another suitable substance for making a hot beverage). While grinding the tea leaves, which takes no less than 1 minute, you can speak a message into the mortar. After the leaves are steeped in hot water, the first person who drinks from the resulting brew hears the message whispered in their ear." + }, + { + "name": "Mother Maw", + "trait": "Cursed, Extradimensional, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2384", + "summary": "This item appears to be and functions as a portable hole, but it's actually the maw of an alien extradimensional creature akin to and older than a bag of devouring. Any animal or vegetable matter put in the hole has a chance of triggering the creature's interest. Whenever you reach into the hole to retrieve an item or place an animal or plant product within the bag, roll a DC 11 flat check. On a success, the hole ignores the intrusion. On a failure, the mother maw devours the triggering material, removing it from existence. The maw can't eat artifacts. If the triggering material isn't entirely inside the maw, such as when someone reaches inside, the mother maw attempts to pull it completely inside using a Grapple action with a +28 Athletics bonus. On a success, it devours the victim or object." + }, + { + "name": "Motion-Seeking Lenses", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3973", + "summary": "When you wear these green-tinted glasses, all the movement in the surrounding area seems to jump out at you. You gain a +1 item bonus to your Perception DC against Stealth checks to Hide or Sneak, and anyone attempting to Sneak doesn’t benefit from the circumstance bonus from cover against your Perception DC.", + "activation": "Find the Hidden [one-action] (detection, manipulate); Effect You twist the lenses of your glasses as you look for someone hidden. You Seek with a +1 item bonus. If you find a hidden creature or object, you can Point Out as a free action." + }, + { + "name": "Motivating Treat Bag", + "trait": "Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3661", + "summary": "This stiff, cloth pouch is embroidered with whimsical images of playful pets. When you perform your daily preparations in the presence of your creature companion, three treats appear in the bag: an encouraging treat, a reward treat, and a soothing treat. These treats are always suitable for your companion and last until the next time you perform your daily preparations.", + "activation": "Rustle the Bag [one-action] (auditory, manipulate); Effect You Command your companion. Until the end of your turn, it gains a +5-foot status bonus to each of its Speeds, but must use at least one action to move closer to you." + }, + { + "name": "Mountain to the Sky", + "trait": "Conjuration, Magical, Structure, Unique", + "item_category": "Structures", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=770", + "summary": "This tiny, carved walnut shell contains a sacred mountain within. You can only activate mountain to the sky on an unoccupied patch of earth or soil. When activated, the walnut transforms into an impossibly steep mountain, 5,000 feet tall and 100 feet wide at the base. Climbing the mountain requires 8 hours and a successful DC 35 Athletics check. After activating it, if you climb to the top of the mountain without any assistance from flight or magic, the mountain plane shifts you to Heaven when you reach the summit. You can return the mountain to the sky into the shape of a walnut shell as a 1-minute activity, which has the concentrate and manipulate traits, so long as no living creatures are present on the mountain.", + "activation": "minute (Interact)" + }, + { + "name": "Mounted Inspiring Spotlight", + "trait": "Light, Magical, Rare", + "item_category": "Other", + "item_subcategory": "", + "bulk": "8", + "url": "/Equipment.aspx?ID=3531", + "summary": "An inspiring spotlight consists of a drum-shaped metal housing around several reflective plates. It has the capacity to cast a powerful, narrow beam of light to illuminate important moments or characters on stage. The portable version consists of an 18-inch-diameter lamp on a tripod that can be set up or broken down over the course of 10 minutes. The mounted version is typically 3 feet in diameter and affixed to a bracket above and behind the audience for indoor performances.", + "activation": "Light It Up [one-action] (light, manipulate); Frequency once per hour; Effect The inspiring spotlight emits a 5-foot burst of bright magical light within 120 feet. If the burst intersects with an area of magical darkness, the inspiring spotlight attempts to counteract the darkness with a +17 modifier. Creatures within the burst gain a +1 item bonus to saving throws and Charisma-based skill checks. The spotlight remains lit for 1 minute or until you Interact to turn it off. During this time any creature adjacent to the spotlight can move the burst up to 20 feet from the burst’s original position with an Interact action." + }, + { + "name": "Mourner's Dawnlight Fulu", + "trait": "Consumable, Fulu, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2039", + "summary": "A mourner's dawnlight fulu is a stack of pages that resembles joss paper, used to locate the remains of the lost. When you Activate the fulu, you envision a specific object or deceased creature you're familiar with and want to find. You then rip the fulu into pieces and let them drift in the wind. If the item or creature you seek is within 500 feet, the pieces flutter through the air and land on the target, or on the surface closest to a buried or otherwise obscured target. If the torn fulu lands or fails to locate the desired target, its magic ends.", + "activation": "three-actions] (concentrate, manipulate)" + }, + { + "name": "Mouse", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1686", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Mud Bomb (Greater)", + "trait": "Alchemical, Bomb, Consumable, Earth, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1514", + "summary": "This clay vessel launches gobs of clinging mud and grit. A mud bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is dazzled until the start of your next turn. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d6 bludgeoning damage and 3 bludgeoning splash damage." + }, + { + "name": "Mud Bomb (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Earth, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1514", + "summary": "This clay vessel launches gobs of clinging mud and grit. A mud bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is dazzled until the start of your next turn. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d6 bludgeoning damage and 1 bludgeoning splash damage." + }, + { + "name": "Mud Bomb (Major)", + "trait": "Alchemical, Bomb, Consumable, Earth, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1514", + "summary": "This clay vessel launches gobs of clinging mud and grit. A mud bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is dazzled until the start of your next turn. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d6 bludgeoning damage and 4 bludgeoning splash damage." + }, + { + "name": "Mud Bomb (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Earth, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1514", + "summary": "This clay vessel launches gobs of clinging mud and grit. A mud bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is dazzled until the start of your next turn. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d6 bludgeoning damage and 2 bludgeoning splash damage." + }, + { + "name": "Mudlily", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1506", + "summary": "This golden flower grows amid filthy ponds or puddles, its spotless yellow petals sharply contrasting its soiled surroundings. You can pin a mudlily to your clothing or your hair to enjoy some of its magical sullying and cleaning properties. While you wear a clean mudlily, you gradually become dirty over the course of an hour; grime and mud subtly manifest from nowhere onto your clothes, hair, skin, and all of your possessions other than the mudlily. After just 1 hour, you appear as though you've been living in squalor for years. This filth can be washed away normally, but it inevitably returns as long as you continue to wear a clean mudlily." + }, + { + "name": "Mudrock Snare", + "trait": "Consumable, Kobold, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3378", + "summary": "Fired clay covers a shallow pit of thin mud interspersed with fragile vials of a quick-drying agent. The first creature to step into the square breaks through the clay and sinks into the pit, fracturing the vials and releasing the chemicals that harden the mud. That creature must attempt a DC 29 Fortitude save as the mud solidifies over its legs." + }, + { + "name": "Mug", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2736", + "summary": "" + }, + { + "name": "Mukradi Jar", + "trait": "Alchemical, Consumable, Expandable", + "item_category": "Alchemical Items", + "item_subcategory": "Bottled Monstrosities", + "bulk": "L", + "url": "/Equipment.aspx?ID=1951", + "summary": "A miniature mukradi, its chitin shrunken and pale, is coiled within this jar. Its hollow form grows to a Gargantuan shell when you open the jar. It emits one of three breath weapons, chosen by you. Each creature in the area must attempt a DC 34 basic Reflex save.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Mummified Bat", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2986", + "summary": "This talisman is the magically treated corpse of a tiny bat bound in papyrus. When activated, the affixed weapon detects vibrations around you and guides your perception. For 1 minute, you don't need to succeed at a flat check to target concealed creatures. You're not off-guard to creatures that are hidden from you (unless you're off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature. While you're adjacent to an undetected creature of your level or lower, it's instead only hidden from you. If you have the Blind-Fight feat, you gain imprecise", + "activation": "one-action] (concentrate)" + }, + { + "name": "Murderer's Knot", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2987", + "summary": "This black strand of leather is tied to look like a peace knot when the weapon is worn, but it doesn't hamper drawing the weapon. When you activate the knot, the creature you damaged takes 1d6 persistent bleed damage and is off-guard until the bleed ends. If you have the Twist the Knife feat, the talisman instead deals persistent bleed damage equal to your sneak attack damage.", + "activation": "free-action] (concentrate); Trigger You damage an off-guard creature with a Strike using the affixed weapon." + }, + { + "name": "Musical Instrument (Handheld)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2737", + "summary": "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." + }, + { + "name": "Musical Instrument (Heavy)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "16", + "url": "/Equipment.aspx?ID=2737", + "summary": "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." + }, + { + "name": "Musical Instrument (Virtuoso Handheld)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2737", + "summary": "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." + }, + { + "name": "Musical Instrument (Virtuoso Heavy)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "16", + "url": "/Equipment.aspx?ID=2737", + "summary": "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." + }, + { + "name": "Musket Staff of Force", + "trait": "Force, Magical, Rare, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3587", + "summary": "A stock carved of enchanted wood forms the base for a musket staff, a magic weapon used by a gunwitch as both a powerful firearm and magical staff. Many other variants exist with different spells. This +1 flintlock musket has a reinforced stock permanently attached to it, and the musket's weapon potency rune (and any other runes) applies to Strikes with the stock as well. The musket staff also contains spells and can be prepared following the same rules as a staff." + }, + { + "name": "Musket Staff of the Void", + "trait": "Magical, Rare, Staff, Void", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3588", + "summary": "A stock carved of enchanted wood forms the base for a musket staff, a magic weapon used by a gunwitch as both a powerful firearm and magical staff. Many other variants exist with different spells. This +1 flintlock musket has a reinforced stock permanently attached to it, and the musket's weapon potency rune (and any other runes) applies to Strikes with the stock as well. The musket staff also contains spells and can be prepared following the same rules as a staff." + }, + { + "name": "Mustard Powder", + "trait": "Alchemical, Consumable, Inhaled, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2008", + "summary": "Concocted from the formulas provided by otherworldly refugees to Irrisen, mustard powder is rumored to be devastating to entire armies with proper dispersal. Recipes have quickly spread across Golarion. Mustard powder's sickened condition ends when the poison's other effects do.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Mutagenic Renovator", + "trait": "Abjuration, Consumable, Magical, Potion, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=1610", + "summary": "This sludgy concoction is said to be derived from liquefied mutant scales. For 1 hour after you imbibe the potion, your skin warps and mutates to grant you resistance 5 to one type of energy damage. When you first drink the potion, choose either acid, cold, electricity, fire, or sonic damage. The potion starts by granting you resistance against this type of damage. Each time you take damage from one of these listed energy types other than the one you currently resist, your skin mutates, causing you to lose the energy resistance previously granted by this potion and gain resistance to the type of energy by which you were most recently damaged, and the potion's duration decreases by 10 minutes. The resistance shifts only after you take the damage, so it doesn't apply to the first instance of damage.", + "activation": "one-action] Interact" + }, + { + "name": "Mutator Onyx", + "trait": "Alchemical, Earth, Magical, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "L", + "url": "/Equipment.aspx?ID=3576", + "summary": "A mutator onyx is a jet-black, alien mineral first found within the walls of the Onyx Citadel but is now used primarily as an alchemical teaching or experimentation tool within Oprak. Pressing the gem into a solid, unattended inanimate object with Hardness 5 or less transforms that object’s surface into a curious syrupy, liquid-like state, reducing its Hardness to 0. One mutator onyx can transform up to a 5-foot cube. After 10 minutes, the matter reverts to its solid state, regaining its Hardness.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Mythic Armor Potency", + "trait": "Magical, Mythic, Rare", + "item_category": "Runes", + "item_subcategory": "Fundamental Armor Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=3498", + "summary": "This armor is etched with a mythical ward providing unparalleled defense. Increase the armor’s item bonus to AC by 4, and the armor can be etched with four property runes.", + "activation": "Survive Devastation [reaction] (concentrate); Trigger An enemy critically succeeds against you with a weapon or unarmed Strike; Effect Spend a Mythic Point; if the triggering Strike was made by a mythic creature, it’s a normal success instead. If it was made by a non-mythic creature, it’s a failure." + }, + { + "name": "Mythic Resilent", + "trait": "Magical, Mythic, Rare", + "item_category": "Runes", + "item_subcategory": "Fundamental Armor Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=3499", + "summary": "Mythic resilient runes imbue armor with unrivaled protection from a wide array of effects. The armor grants a +4 item bonus to saving throws to the wearer.", + "activation": "Defy Obliteration [reaction] (concentrate); Trigger You critically fail a saving throw; Effect Spend a Mythic Point; if the triggering save was made due to an effect created by a mythic monster, hazard, or other effect, it’s a normal failure instead. If the save was made due to an effect that wasn’t mythic, it becomes a success." + }, + { + "name": "Mythic Striking", + "trait": "Magical, Mythic, Rare", + "item_category": "Runes", + "item_subcategory": "Fundamental Weapon Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=3500", + "summary": "This weapon is filled with unmatched destructive power. The weapon deals five weapon damage dice. ", + "activation": "Unstoppable Devastation [reaction] (concentrate); Trigger You roll the weapon damage dice for a Strike with this weapon and do not like the result; Effect Spend a Mythic Point and reroll your weapon damage dice, taking the higher of the two results." + }, + { + "name": "Mythic Weapon Potency", + "trait": "Magical, Mythic, Rare", + "item_category": "Runes", + "item_subcategory": "Fundamental Weapon Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=3501", + "summary": "This weapon strikes with peerless accuracy to pierce the defenses of the mightiest monstrosities. Attack rolls with this weapon gain a +4 item bonus, and the weapon can be etched with four property runes.", + "activation": "Unerring Blow [reaction] (concentrate); Trigger You roll an attack roll to Strike with this weapon and receive a critical failure; Effect Spend a Mythic Point and reroll your attack roll with mythic proficiency, taking the higher of the two results." + }, + { + "name": "Name Pendant", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3974", + "summary": "Many soldiers wear this metal pendant engraved with their name and critical details. Sadly, they also ascertain the identity of fallen soldiers. Many soldiers find that the pendant helps them stay grounded. When you wear your name pendant, you gain a +1 bonus to saving throws against spells and magical effects with the mental trait.", + "activation": "Alert Superior Officer [free-action] Trigger You gain the dying condition; Effect The pendent alerts all other allies within 500 feet who are also wearing a name pendant." + }, + { + "name": "Nap Gas Disperser", + "trait": "Consumable, Gadget, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3799", + "summary": "When you Activate a nap gas dispenser, you can either place it in an adjacent space or toss it up to 30 feet away. Once you’ve done so, the metallic canister instantly disperses knockout gas in a 15-foot burst. Creatures in the area must attempt a DC 23 Fortitude save, with the following results. This is a poison and incapacitation effect.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Nauseating Snare", + "trait": "Consumable, Mechanical, Poison, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3379", + "summary": "You position particularly foul substances to splash over a creature. The first creature to enter the square must attempt a DC 24 Fortitude saving throw." + }, + { + "name": "Navaratna of the Solar Ruby", + "trait": "Artifact, Divine, Unique", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3480", + "summary": "These nine flawless gems are set within a golden necklace, their centerpiece a holy ruby pulled from the center of a sun. So long as you are wearing the navaratna, you ignore all environmental effects due to temperature, do not take penalties due to wind, and ignore all damage and effects from droughts, floods, and earthquakes. You are also immune to damage from starvation. The navaratna does not otherwise grant you resistance against damage (such as fire or cold damage).", + "activation": "Sutra of the Flawless Servant [reaction] (concentrate, divine, fortune); Frequency once per hour;; Trigger An ally within 30 feet fails a saving throw against an temperature environmental effect; Effect You offer a prayer for your divine protection to extend to your companion. The creature rerolls the triggering saving throw with a +2 item bonus. They must take the new result, even if it is worse." + }, + { + "name": "Navigator's Feather", + "trait": "Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "L", + "url": "/Equipment.aspx?ID=3607", + "summary": "This jaunty feather is affixed to headgear and can guide you in times of trouble, twisting to point in different directions. When you activate the talisman, you roll the triggering >Survival check to Sense Direction or Track twice, and use the higher result.", + "activation": "free-action] (concentrate, fortune); Trigger You would roll a Survival check to Sense Direction or Track but haven’t rolled yet; Requirements You’re trained in Survival." + }, + { + "name": "Navigator's Star", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2212", + "summary": "A star inked on the back of the hand, usually between the thumb and forefinger, keeps you on the right path. ", + "activation": "two-actions] (concentrate, manipulate); Effect As you hold up your hand and align the star in view, you learn which direction you're facing." + }, + { + "name": "Necklace of Allure", + "trait": "Apex, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3012", + "summary": "Several sapphires are set along the length of this brilliant silver necklace. The necklace features an intricately carved pendant in the shape of a wolf's head. You gain a +2 item bonus to Deception and Diplomacy checks. When you invest the necklace, you either increase your Charisma modifier by 1 or increase it to +4, whichever would give you a higher value.", + "activation": "Win Them Over [two-actions] (concentrate); Frequency once per hour; Effect You cast a 4th-rank charm spell (DC 38)." + }, + { + "name": "Necklace of Knives", + "trait": "Conjuration, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=572", + "summary": "This necklace strung with miniature stone throwing knives. As long as you wear it, you are never without a weapon, a crude surgical tool, or stake for a vampire, if necessary in following Pharasma’s teachings.", + "activation": "one-action] Interact; Effect You pluck a miniature knife from the necklace, and it grows into a normal stone, steel, or wooden dagger for as long as you hold it, fading away 1 round after it leaves your hand. No matter how many knives you pull from the necklace, you never seem to deplete them. Wooden daggers from the necklace are as effective as ordinary steel daggers and can be useful to stake vampires." + }, + { + "name": "Necklace of Strangulation", + "trait": "Cursed, Invested, Magical, Rare, Transmutation", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=605", + "summary": "This beautiful necklace appears to be a magical item such as a necklace of fireballs or a pendant of the occult. When invested, it magically locks in place, suspiciously tightly, and fuses to you. When you enter a situation of extreme stress (as determined by the GM), the necklace tightens around your neck, suffocating you and dealing 30 bludgeoning damage to you at the end of each of your turns. Once per round, you can spend a single action to attempt a DC 34 Athletics check or Fortitude save; success means you don’t take the damage on your current turn, but you continue suffocating. The necklace loosens after you’ve been dead for a month." + }, + { + "name": "Necro Roamer", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=103", + "summary": "Favored by necromancers, this vehicle is a heavily fortified, armored wooden shed mounted on the legs of a dozen undead creatures." + }, + { + "name": "Necrobinding Serum", + "trait": "Consumable, Incapacitation, Injury, Magical, Necromancy, Rare", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=1733", + "summary": "This potent necromantic serum is distilled from the body of an intelligent corporeal undead who seeks to establish absolute control over their undead minions. The raw materials of a necrobinding serum are composed of a slurry made from the creator's own flesh and blood mixed with pulped fungal toxins. The exact ingredients vary, but the act of brewing a necrobinding serum is typically viewed with distaste at best and, in many societies, is regarded as an evil act. While necrobinding serum isn't a poison, its method of delivery is identical to that of an injury poison—it's applied to a weapon that's then used to Strike an undead target (living creatures suffer no additional effect from exposure to a dose of necrobinding serum).", + "activation": "two-actions] Interact" + }, + { + "name": "Necrotic Bomb (Greater)", + "trait": "Alchemical, Bomb, Consumable, Negative, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=938", + "summary": "Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage, and it sickens the primary target on a critical hit. This damage harms only living creatures. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 bonus to attack rolls. The bomb deals 3d6 negative damage and 3 negative splash damage. On a critical hit, the target is sickened 3 ." + }, + { + "name": "Necrotic Bomb (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Negative, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=938", + "summary": "Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage, and it sickens the primary target on a critical hit. This damage harms only living creatures. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d6 negative damage and 1 negative splash damage. On a critical hit, the target is sickened 1 ." + }, + { + "name": "Necrotic Bomb (Major)", + "trait": "Alchemical, Bomb, Consumable, Negative, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=938", + "summary": "Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage, and it sickens the primary target on a critical hit. This damage harms only living creatures. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 bonus to attack rolls. The bomb deals 4d6 negative damage and 4 negative splash damage. On a critical hit, the target is sickened 4 ." + }, + { + "name": "Necrotic Bomb (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Negative, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=938", + "summary": "Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage, and it sickens the primary target on a critical hit. This damage harms only living creatures. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d6 negative damage and 2 negative splash damage. On a critical hit, the target is sickened …" + }, + { + "name": "Nectar of Purification", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2931", + "summary": "A shimmering liquid, nectar of purification is often stored in bottles similar to those used for vinegar. This oil casts a 1st- rank cleanse cuisine spell over any food or drink onto which it's poured. The nectar evaporates as it takes effect, leaving the taste and texture of the food or drink unaltered.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Needle of Undeath", + "trait": "Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3687", + "summary": "This thin, wand-like implement is carved from bone and scrimshawed with depictions of battle. While holding the needle of undeath, mindless undead creatures see you as one of their own and are indifferent to you until you take hostile actions against them, and you have a +2 item bonus to Deception and Diplomacy checks against intelligent undead. This does not affect a summoned undead’s attitude.", + "activation": "one-action] Speak with Undead; Frequency once per hour; Effect You can use Diplomacy to Make an Impression on mindless undead or make simple requests of them with a +2 item bonus. You cannot make this request of someone else’s summoned undead." + }, + { + "name": "Nemesis Name", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2213", + "summary": "You want revenge badly enough that you tattoo your nemesis's name in a place you can easily see to remember your vow to settle the score. Anyone who sees the tattoo senses your hatred of the named being. Receiving a new nemesis name makes any you already have non-magical.", + "activation": "one-action] (concentrate, mental); Frequency once per round; Requirements You can see your nemesis, and they're within 30 feet of you; Effect You focus your hatred into a mental scream. Your nemesis takes 3d6 mental damage, which they can resist with a basic DC 26 Will save. You take half as much damage as your nemesis does, and you can't reduce this damage in any way." + }, + { + "name": "Neophyte's Fipple", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2122", + "summary": "Made of polished wood, a neophyte's fipple is a block flute enchanted to guarantee melodic sound. When you Perform a song on the fipple to Activate it, your ability modifier, proficiency bonus, and item bonus for the Performance check total +7, regardless of what they would normally be. Add other bonuses and penalties to the check normally. Once the magic is used, the fipple remains as a mundane instrument.", + "activation": "one-action] (concentrate); Requirements You are untrained in Performance." + }, + { + "name": "Net", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2738", + "summary": "You can use a net either on its own or attached to a rope. When attached to a rope, you can use the net to Grapple a Medium or smaller creature up to 10 feet away (instead of only adjacent creatures). You can continue to Grapple to keep your hold on the target so long as the target remains within 10 feet and you continue to hold the net. The grabbed creature gains a +2 circumstance bonus to Escape unless you are adjacent to them, and it can attempt a DC 16 Athletics check to Force Open the net entirely. Once the target is no longer grabbed, the net is unwieldy until refolded with an Interact action with the concentrate trait that requires two hands; if used without being refolded, Grapple checks made with the net take a –2 penalty." + }, + { + "name": "Net Launcher", + "trait": "Rare", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1100", + "summary": "This wide, hollow tube is two to three feet long and fires an unattached net at much greater range than one can be thrown. A net launcher can be wielded while propped up on your shoulder or cradled under your arm. A net must be carefully folded to be launched without tangling. Properly loading a net into a net launcher takes 1 minute. A net fired with a net launcher can target a Medium or smaller creature within 40 feet, rather than 20 feet." + }, + { + "name": "Nethershade", + "trait": "Alchemical, Consumable, Injury, Poison, Void", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3342", + "summary": "Distilled from the Netherworld, this oily substance imposes tenebrous effects. The enfeebled condition from nethershade lasts for 24 hours. …", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Netherwalk Incense", + "trait": "Consumable, Magical, Rare, Shadow, Teleportation", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3629", + "summary": "This stick of dark-gray incense carries a faint, strange odor that’s different for any creature that smells it—mimicking a scent that evokes feelings of nostalgia or homesickness. You begin the activation of a stick of netherwalk incense by lighting it on fire as a single Interact action, at which point you designate up to 10 willing creatures within 20 feet of you. After spending a minute concentrating on the smoke and its scent, you and the affected creatures move into the Netherworld and can use its warped nature to speed travel. Each hour, your travel covers a distance of 50 miles, during which landmarks appear as vague and symbolic images rather than concrete visuals. You arrive within a mile of your intended destination when you Dismiss the effect or after 8 hours have passed.", + "activation": "minute (concentrate, manipulate)" + }, + { + "name": "Nettleweed Residue", + "trait": "Alchemical, Consumable, Contact, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3343", + "summary": "Concentrated sap of stinging weeds makes an effective toxin. Saving Throw DC 27 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage …", + "activation": "one-action] (manipulate)" + }, + { + "name": "Nevercold", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=2026", + "summary": "Nevercold, sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the First World. True to its name, nevercold remains warm to the touch. If you use nevercold to cast fire shield, the spell's duration increases by 5 minutes, the cold resistance you gain from it lasts 1 hour, and you're protected from the effects of severe cold for 8 hours.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Nevercold (Compressed)", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=2026", + "summary": "Nevercold, sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the First World. True to its name, nevercold remains warm to the touch. If you use nevercold to cast fire shield, the spell's duration increases by 5 minutes, the cold resistance you gain from it lasts 1 hour, and you're protected from the effects of severe cold for 8 hours.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Nevercold (Refined)", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=2026", + "summary": "Nevercold, sometimes mistakenly referred to as nevercoal, is the charcoal left after wildfires in the First World. True to its name, nevercold remains warm to the touch. If you use nevercold to cast fire shield, the spell's duration increases by 5 minutes, the cold resistance you gain from it lasts 1 hour, and you're protected from the effects of severe cold for 8 hours.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Nightbreeze Machine", + "trait": "Air, Clockwork, Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "4", + "url": "/Equipment.aspx?ID=1154", + "summary": "The nightbreeze machine can turn a scorching hot room into a comfortable one with just the pull of a lever. Its outer shell is a brass cube half as tall as the average human that houses a series of flat metal “blades” in a circular arrangement. When placed on a flat surface, a creature within reach can Interact to flip the lever, turning the machine on. When the machine is active, the blades begin to spin rapidly, setting the air in the room into motion, which cools off the room's inhabitants. A front-mounted metal grate prevents anyone from coming into accidental contact with the spinning blades without impeding airflow." + }, + { + "name": "Nighthawk", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=94", + "summary": "These matte-black gliders seem to disappear into the night. Designed to stealthily cross over enemy lines, nighthawks can carry a small squad of combatants behind enemy troops to infiltrate command positions or readily attack the enemy’s flank. Nighthawks must be launched from a high altitude, similar to other gliders. They can be quickly broken down and hidden in 10 minutes after landing. Reconstructing a nighthawk takes an hour and a successful Crafting check (DC 27)." + }, + { + "name": "Nightmare", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=3453", + "summary": "A nightmare rune creates minor phantasmal alterations to a weapon's appearance so that those who look upon it see subtle reminders of their deepest fears. An arachnophobe might interpret the cross guard of a nightmare longsword to look like curving, twitching spider legs, for example, while someone who's afraid of sickness might see a nightmare club as a diseased length of bone crawling with flies. These images are all in the mind of the observer, but they also infuse the weapon with additional power. When you hit with a nightmare weapon, add 1d6 mental damage to the damage dealt. In addition, on a critical hit, the target becomes stupefied 1 by overwhelming visions in their mind of personal horrors that linger. If you critically hit a creature that's already stupefied, it becomes frightened 2 as well. These critical hit effects have the emotion, fear, and mental traits.", + "activation": "minutes (envision, Interact); Frequency once per day; Effect The nightmare weapon casts nightmare to your specifications." + }, + { + "name": "Nightmare Salt", + "trait": "Alchemical, Consumable, Ingested, Poison, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2009", + "summary": "This potent poison consists of crystals whose flavor and appearance mimics edible salt but whose effects are deadly; victims experience periods of waking nightmares that overload the senses and eventually result in death through a combination of shock and exhaustion.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Nightmare Vapor", + "trait": "Alchemical, Consumable, Inhaled, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=125", + "summary": "Purportedly sourced from any number of outlandish locales, nightmare vapor is most often created by boiling the sweat collected from humanoids caught in the throes of terrible nightmares.", + "activation": "one-action] Interact" + }, + { + "name": "Nightpitch", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=2027", + "summary": "A pellet of tar mixed with the fur of a nocturnal creature, such as a bat, nightpitch used to cast a darkness spell makes the area of the darkness difficult terrain.", + "activation": "Cast a Spell" + }, + { + "name": "Nimbus Breath", + "trait": "Air, Bottled Breath, Consumable, Electricity", + "item_category": "Consumables", + "item_subcategory": "Bottled Breath", + "bulk": "L", + "url": "/Equipment.aspx?ID=2583", + "summary": "The dwarves of Cloudspire Citadel in Golarion's Mwangi Expanse create bottles of nimbus breath by capturing and bottling the fluffiest nimbus clouds from the lairs of cloud dragons. After harvesting the cloud, the bottle must sit at the peak of the tallest mountain for 10 days and 10 nights, pelted by all forms of weather. Nimbus breaths can also be created by capturing clouds on other planes, such as those found on the Plane of Air or in the highest peaks of Celestia.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Noisemaker Snare", + "trait": "Clockwork, Consumable, Fire, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1130", + "summary": "When a creature enters this snare's square, it triggers an extremely loud clockwork device, which explodes with a bang that can be heard from 200 feet away and deals 1d8 fire damage. The creature must attempt a DC 18 Reflex save." + }, + { + "name": "Nomad's Shawl", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3674", + "summary": "The intricate beading of this shawl subtly guides you. While you wear the shawl, you always know which direction is north and gain a +1 item bonus to Survival checks.", + "activation": "Mind's Map [one-action] (concentrate); Effect You focus your mind’s eye on a location you’ve been to previously. The beads on the shawl shift colors to create a map of the area based on your memories. You can dismiss this effect as a free action." + }, + { + "name": "Noppera-Bo Hood", + "trait": "Illusion, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2686", + "summary": "This unpleasant-looking hood appears to be a completely smooth, round sack of skin that feels uncannily warm to the touch. When you wear this hood and invest it, it merges with your head and face, becoming imperceptible as a worn item except on close examination, which reveals a slight oily sheen to your facial features. You can cause minor shifts and changes to your features while wearing a noppera-bo hood; this counts as having a disguise kit to Impersonate any creature that is the same ancestry as you.", + "activation": "two-actions] envision (transmutation); Frequency once per day; Effect You focus on the hood's magic, and then gain the effects of 1st-level illusory disguise, though it's a transmutation effect rather than an illusion." + }, + { + "name": "Noqual Chunk", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1419", + "summary": "Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Kevoth-Kul, the Black Sovereign of Numeria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell)." + }, + { + "name": "Noqual Ingot", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1419", + "summary": "Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Kevoth-Kul, the Black Sovereign of Numeria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell)." + }, + { + "name": "Noqual Object (High-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1419", + "summary": "Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Kevoth-Kul, the Black Sovereign of Numeria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell)." + }, + { + "name": "Noqual Object (Standard-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1419", + "summary": "Light and strong, noqual also demonstrates a powerful resistance to magic. A side effect of this resistance is that making magical weapons out of noqual requires complex and expensive alchemical treatments. Kevoth-Kul, the Black Sovereign of Numeria, has developed an alloy of noqual and cold iron known as sovereign steel to help mitigate this property. The metal's crystalline appearance might suggest that it's fragile, but the pale-green material can be worked similarly to iron. Objects made of noqual have a +4 circumstance bonus on saves against magic that the item attempts and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell)." + }, + { + "name": "Nosoi Charm", + "trait": "Divination, Invested, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1095", + "summary": "Nosois serve as scribes and messengers to psychopomps. They are rare outside of the Boneyard, so it's common for psychopomps venturing to other planes to carry a nosoi facsimile to aid in their travels. This tiny icon of a masked raven emits twittering sounds in perfect accompaniment to your performances. You gain a +2 item bonus to Performance checks to play an instrument, orate, or sing. You can cast sending once per day as a divine innate spell.", + "activation": "one-action] Interact; Effect You gain lifesense as an imprecise sense with a range of 30 feet for 1 hour as long as you continue to hold the charm. This allows you to sense the life force that animates living creatures and the perverse force that animates the dead, though you can't distinguish between the two." + }, + { + "name": "Nosoi Charm (Greater)", + "trait": "Divination, Invested, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1095", + "summary": "Nosois serve as scribes and messengers to psychopomps. They are rare outside of the Boneyard, so it's common for psychopomps venturing to other planes to carry a nosoi facsimile to aid in their travels. This tiny icon of a masked raven emits twittering sounds in perfect accompaniment to your performances. You gain a +2 item bonus to Performance checks to play an instrument, orate, or sing. You can cast sending once per day as a divine innate spell.", + "activation": "one-action] Interact; Effect You gain lifesense as an imprecise sense with a range of 30 feet for 1 hour as long as you continue to hold the charm. This allows you to sense the life force that animates living creatures and the perverse force that animates the dead, though you can't distinguish between the two." + }, + { + "name": "Nostalgic Pot", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3675", + "summary": "This small pot filled with pebbles is imbued with the nostalgia of its owner. While this pot is on your person, you get a +1 item bonus to saves against emotion effects.", + "activation": "Jingling Memories [one-action] (concentrate, emotion); Frequency once per day; Effect You shake the pot, granting a +1 item bonus to an ally to save against an emotion effect." + }, + { + "name": "Noxious Incense", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1008", + "summary": "Sold only in single sticks, this foul incense comes coated with a bevy of alchemical smoke that activates in the presence of intense heat, releasing its namesake pungent odor. Adding this catalyst to a wall of fire spell fills all squares adjacent to the wall with thick, foul smoke. Creatures in this area are concealed, and other creatures are concealed to creatures in the area. The smoke lasts for the duration of the spell.", + "activation": "Cast a Spell" + }, + { + "name": "Noxious Incense (Greater)", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1008", + "summary": "Sold only in single sticks, this foul incense comes coated with a bevy of alchemical smoke that activates in the presence of intense heat, releasing its namesake pungent odor. Adding this catalyst to a wall of fire spell fills all squares adjacent to the wall with thick, foul smoke. Creatures in this area are concealed, and other creatures are concealed to creatures in the area. The smoke lasts for the duration of the spell.", + "activation": "Cast a Spell" + }, + { + "name": "Numbing Tonic (Greater)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1963", + "summary": "Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Numbing Tonic (Lesser)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1963", + "summary": "Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Numbing Tonic (Major)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1963", + "summary": "Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Numbing Tonic (Minor)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1963", + "summary": "Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Numbing Tonic (Moderate)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1963", + "summary": "Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Numbing Tonic (True)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1963", + "summary": "Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain the listed temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Nyctessa's Staff", + "trait": "Magical, Necromancy, Staff, Unique", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2779", + "summary": "This macabre staff is crafted from gleaming white bone, a spinal column spiraling out of its base with a skull swinging from the spine's tip. It was handcraft for Nyctessa by her father, a powerful Blood Lord, from her mortal mother's bones.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Oak Potion", + "trait": "Consumable, Plant, Potion, Primal, Wood", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2945", + "summary": "After you drink this bitter draft, your skin thickens like bark. You gain the effects of a 2nd-rank oaken resilience spell for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oath of the Devoted", + "trait": "Contract, Divine, Invested, Magical, Necromancy, Rare", + "item_category": "Contracts", + "item_subcategory": "Other Contracts", + "bulk": "", + "url": "/Equipment.aspx?ID=958", + "summary": "You gain fire and mental resistance 5. When you die, you rise as an undead creature with the zombie trait on the next round; if you are a PC, you become an NPC under Walkena's control. Your stats remain the same, except that your alignment changes to evil. If you reach 0 Hit Points as a zombie, you are destroyed and do not rise again.", + "activation": "one-action] command; Frequency once per day; Effect You gain a +1 status bonus to Will saves. Choose a weapon or an unarmed Strike; your chosen attack deals an extra 1d6 fire damage for the next 1 minute." + }, + { + "name": "Oathlamp of Accord", + "trait": "Light, Magical, Mental, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3575", + "summary": "This hooded lantern takes the form of a translucent prism. It functions as a normal hooded lantern, except that it isn’t fueled by oil, but by oaths. While you’re holding the lantern, you gain a +1 item bonus to Diplomacy checks.", + "activation": "Annouce Oath [reaction] (light, mental); Trigger You make a promise in good faith; Effect The oathlamp of accord sheds light without consuming fuel until the promise you made is broken or fulfilled. The GM adjudicates whether a spoken promise is broken or fulfilled. This light and the shutters to conceal it work as normal for a hooded lantern. Any creature in the light of the oathlamp becomes aware of the contents of the oath, along with who made it and how long ago." + }, + { + "name": "Obfuscation Oil", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2932", + "summary": "You can spread this blue-gray gel on a single item with a Bulk of 3 or less to ward it against magical detection. It becomes undetectable to detection, revelation, and scrying magic of 8th rank or lower (such as locate). This oil is permanent, but it can be removed with acid. Removing the oil in this way usually takes 1 minute for objects with Bulk of 1 or less, or a number of minutes equal to the item's Bulk.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oblivion Essence", + "trait": "Alchemical, Consumable, Injury, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=558", + "summary": "Created from a daemon’s powdered soul gems or refined from the waters of Abaddon’s rivers, oblivion essence causes victims to rapidly age and decay. …", + "activation": "one-action] Interact" + }, + { + "name": "Obsidian Goggles", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3097", + "summary": "The sleek, black lenses of these goggles somehow make everything seem more brightly lit. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight.", + "activation": "Darkvision [one-action] (manipulate); Frequency once per day; Effect Adjusting your goggles, you gain darkvision for 1 hour." + }, + { + "name": "Obsidian Goggles (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3097", + "summary": "The sleek, black lenses of these goggles somehow make everything seem more brightly lit. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight.", + "activation": "Darkvision [one-action] (manipulate); Frequency once per day; Effect Adjusting your goggles, you gain darkvision for 1 hour." + }, + { + "name": "Obsidian Goggles (Major)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3097", + "summary": "The sleek, black lenses of these goggles somehow make everything seem more brightly lit. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight.", + "activation": "Darkvision [one-action] (manipulate); Frequency once per day; Effect Adjusting your goggles, you gain darkvision for 1 hour." + }, + { + "name": "Occult Scroll Case of Simplicity", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=525", + "summary": "The four different types of scroll cases of simplicity often bear adornments appropriate to their magical tradition, such as angelic wings or otherworldly lettering. On the inside, intricate runic diagrams spiral out to surround the scroll stored within. A scroll placed within the case can be converted into energy to cast consistently useful spells depending on its type. You must be able to cast spells of a given tradition to use a scroll case of simplicity of a corresponding type.", + "activation": "one-action] Interact; Requirements The scroll case contains a single scroll of a 1st-level spell; Effect You transfer the scroll’s energy into the scroll case, consuming the scroll, and you can immediately begin casting one of the scroll case’s spells. If you use any action other than to Cast a Spell from the scroll case after activating the scroll case of simplicity, the scroll and its energy are lost." + }, + { + "name": "Ochre Fulcrum Lens", + "trait": "Enchantment, Invested, Occult, Unique", + "item_category": "Other", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=942", + "summary": "Fulcrum lenses are unique magical crystals that each contain a sliver of Nhimbaloth's essence. They belong to a larger set of lenses created to manipulate or even bind the Empty Death; most of the other lenses are long lost and likely destroyed. The Haruvex family came into possession of four of the lenses, and they knew that bringing them together focused Nhimbaloth's attention in unprecedented and dangerous ways. Belcorra brought all four lenses to the Abomination Vaults with her, intending to install them in Gauntlight for her ultimate revenge upon Absalom. She also created a special receptacle called the Fulcrum Lattice to hold the lenses so that their power could be focused together. She realized the danger of keeping the fulcrum lenses too close together until the right time and spread them out among loyal groups in the Abomination Vaults' lowest levels for safekeeping.", + "activation": "two-actions] Interact; Frequency once per day; Requirement At least one glimmer remains in the Ebon Fulcrum Lens; Effect You draw upon a glimmer of Nhimbaloth's essence for power; reduce the number of glimmers remaining in the lens by 1. You're quickened for 1 minute and gain a +1 item bonus to attack rolls, saving throws, and DCs. You can use this extra action to Stride or Step, or for an action in a special ghost ability you have." + }, + { + "name": "Octopus Bottle", + "trait": "Alchemical, Consumable, Expandable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Bottled Monstrosities", + "bulk": "L", + "url": "/Equipment.aspx?ID=1952", + "summary": "Miniature octopus arms press up against the sides of this bottle, obscuring the rest of its contents. When opened, a Huge octopus bursts forth, which can appear in water instead of on the ground. Its arms attempt to grasp a creature with a reach of 15 feet. The octopus repositions that creature to a different space within its reach unless the target succeeds at a DC 24 Fortitude save.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Octopus Potion (Greater)", + "trait": "Consumable, Magical, Morph, Potion, Water", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2630", + "summary": "Eight flailing octopus arms covered in suckers pop out from the sides of your body when you imbibe this potion. The arms share your multiple attack penalty and attempt to Grapple a random enemy within 15 feet of you. On a success, roll 1d4 to determine an additional effect of the arms, which lasts as long as the target remains grabbed or restrained by the arms. On subsequent turns, you can use a single action, which has the attack trait, to have the arms either Grapple a creature currently grappled or restrained (with no added effect) or release any creature they currently hold and repeat their initial effect. After 1 minute, the arms disappear and the potion's effects end.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Octopus Potion (Lesser)", + "trait": "Consumable, Magical, Morph, Potion, Water", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2630", + "summary": "Eight flailing octopus arms covered in suckers pop out from the sides of your body when you imbibe this potion. The arms share your multiple attack penalty and attempt to Grapple a random enemy within 15 feet of you. On a success, roll 1d4 to determine an additional effect of the arms, which lasts as long as the target remains grabbed or restrained by the arms. On subsequent turns, you can use a single action, which has the attack trait, to have the arms either Grapple a creature currently grappled or restrained (with no added effect) or release any creature they currently hold and repeat their initial effect. After 1 minute, the arms disappear and the potion's effects end.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Octopus Potion (Moderate)", + "trait": "Consumable, Magical, Morph, Potion, Water", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2630", + "summary": "Eight flailing octopus arms covered in suckers pop out from the sides of your body when you imbibe this potion. The arms share your multiple attack penalty and attempt to Grapple a random enemy within 15 feet of you. On a success, roll 1d4 to determine an additional effect of the arms, which lasts as long as the target remains grabbed or restrained by the arms. On subsequent turns, you can use a single action, which has the attack trait, to have the arms either Grapple a creature currently grappled or restrained (with no added effect) or release any creature they currently hold and repeat their initial effect. After 1 minute, the arms disappear and the potion's effects end.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oculus of Abaddon", + "trait": "Artifact, Conjuration, Divination, Evil, Magical, Necromancy, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1747", + "summary": "An oculus of Abaddon is a potent artifact rumored to have been created by one of the Four Horsemen of the Apocalypse as a way to reward those who work as their agents on the Material Plane. More likely, these items were crafted by a powerful pre-Earthfall death cult that has long since moved on, leaving behind these dangerous artifacts to tempt mortals into serving the needs of the Horsemen.", + "activation": "hour (envision; evil); Frequency once per year; Effect You manipulate the minds of a huge number of targets, provided that the end goal of the manipulation is a tragic or otherwise horrific fate for those being manipulated. This functions as suggestion, but with a range of 1 mile. All creatures within this area are affected, with the same suggestion implanted in their minds. Creatures hear the telepathic suggestion in their native language, and creatures that are 7th level or higher can attempt a DC 36 Will save to resist the effect. This power was used by Vordakai to cause the vanishing of Varnhold, suggesting to its inhabitants to leave their homes and travel south to his tomb. If this effect is counteracted or removed on one victim, it ends for all victims." + }, + { + "name": "Ogre Spider Filament", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3262", + "summary": "This delicate strand of spiderweb sticks to the target of a spider sting spell, hampering their movement. Using this catalyst causes a creature afflicted with spider venom to become clumsy instead of enfeebled.", + "activation": "Cast a Spell" + }, + { + "name": "Oil", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2739", + "summary": "You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 10 flat check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d6 fire damage." + }, + { + "name": "Oil of Animation", + "trait": "Consumable, Magical, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2933", + "summary": "You can rub this bronze-colored oil onto a melee weapon to grant it the benefits of the animated rune. Once you fail a flat check for the weapon, causing it to fall, this effect ends.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Corpse Restoration", + "trait": "Consumable, Magical, Necromancy, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2421", + "summary": "Adlet spiritual leaders create this thick purple gel so that the dead can temporarily assume their appearance in life during ancestral worship ceremonies. Spreading it over the bones of an undead creature or a lifeless corpse causes the gel to congeal, forming a cosmetic layer that covers or restores any missing or compromised flesh until the body mimics its appearance in life. The dead creature's flesh looks healthy and whole. It gains a +2 circumstance bonus on Deception checks to look like a living creature. The gel does not restore life or Hit Points and the flesh quickly rots away 8 hours after application.", + "activation": "minute (Interact)" + }, + { + "name": "Oil of Dynamism", + "trait": "Consumable, Magical, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "", + "url": "/Equipment.aspx?ID=3398", + "summary": "This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object of the same type. For example, sprinkling it on a statue makes an animated statue. If the animated object's level would be greater than 3, the oil struggles to animate it and ultimately fails.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Dynamism (Greater)", + "trait": "Consumable, Magical, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "", + "url": "/Equipment.aspx?ID=3398", + "summary": "This fine golden oil comes in a small blue canister. Carefully spreading the oil over an object turns it into an animated object of the same type. For example, sprinkling it on a statue makes an animated statue. If the animated object's level would be greater than 3, the oil struggles to animate it and ultimately fails.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Keen Edges", + "trait": "Consumable, Magical, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2934", + "summary": "When this silvery salve is applied to a melee weapon that deals piercing or slashing damage, the weapon grows sharper and more dangerous for 1 minute, granting it the benefits of the keen rune.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Mending", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2935", + "summary": "A vial of oil of mending appears to have countless translucent threads swirling within. Applying this oil to an item casts a 2nd-rank mending spell to repair the item." + }, + { + "name": "Oil of Ownership (Greater)", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2073", + "summary": "You can coat objects of 6 Bulk or less with oil of ownership, or “red-handed oil” as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won't wash off for a length of time that depends on the oil's type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Ownership (Lesser)", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2073", + "summary": "You can coat objects of 6 Bulk or less with oil of ownership, or “red-handed oil” as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won't wash off for a length of time that depends on the oil's type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Ownership (Moderate)", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2073", + "summary": "You can coat objects of 6 Bulk or less with oil of ownership, or “red-handed oil” as some call it. Once applied, this clear oil remains active for 24 hours. Anyone who touches an object coated with this oil comes away with a red stain that won't wash off for a length of time that depends on the oil's type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Potency", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2936", + "summary": "When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it temporarily becomes a +1 striking weapon, or, if it's armor, it temporarily becomes +1 resilient armor. This lasts for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Potency (Greater)", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2936", + "summary": "When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it temporarily becomes a +1 striking weapon, or, if it's armor, it temporarily becomes +1 resilient armor. This lasts for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Potency (Major)", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2936", + "summary": "When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it temporarily becomes a +1 striking weapon, or, if it's armor, it temporarily becomes +1 resilient armor. This lasts for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Repulsion", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2937", + "summary": "This oil contains magnetically charged iron filings repelled into opposite ends of the vial. For 1 minute after you apply this oil to armor, any creature that hits you with a melee Strike must attempt a DC 28 Fortitude save with the following effects.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Revelation", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=3399", + "summary": "This bright oil, first created by humans as a tool to help them fight in darkness, holds flecks of tiny gemstones in suspension and smells like a struck matchstick.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Skating", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2074", + "summary": "This thin, slippery oil shimmers with a golden hue. Coating your shoes or feet with oil of skating enables you to skate quickly along flat surfaces for 1 hour. You gain a +10-foot status bonus to your Speed, which doubles if you move on a downhill surface. You lose this bonus if moving on difficult terrain, greater difficult terrain, or uneven ground. Also, you treat any uphill movement as moving on difficult terrain while your feet are oiled and treat the results of any Acrobatics checks made to Balance as one degree worse.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Swiftness", + "trait": "Consumable, Magical, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2075", + "summary": "Anoint a weapon with oil of swiftness , which hisses upon application, to give it the quickstrike rune for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Unlife (Greater)", + "trait": "Consumable, Magical, Oil, Void", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2938", + "summary": "This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or another creature with the void healing ability, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points. You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Unlife (Lesser)", + "trait": "Consumable, Magical, Oil, Void", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2938", + "summary": "This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or another creature with the void healing ability, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points. You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Unlife (Major)", + "trait": "Consumable, Magical, Oil, Void", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2938", + "summary": "This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or another creature with the void healing ability, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points. You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Unlife (Minor)", + "trait": "Consumable, Magical, Oil, Void", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2938", + "summary": "This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or another creature with the void healing ability, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points. You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Unlife (Moderate)", + "trait": "Consumable, Magical, Oil, Void", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2938", + "summary": "This thin, black liquid imparts a bone-deep chill while rapidly repairing an undead creature's physical or spiritual form. When you dash oil of unlife onto an undead creature, or another creature with the void healing ability, the oil absorbs quickly into its body, and the creature regains the listed number of Hit Points. You can pour oil of unlife on an incorporeal undead; in this case, the creature absorbs the oil into itself.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Weightlessness", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2939", + "summary": "You can spread this shimmering oil on an item of 1 Bulk or less to make it feel weightless. It has negligible Bulk for 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oil of Weightlessness (Greater)", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2939", + "summary": "You can spread this shimmering oil on an item of 1 Bulk or less to make it feel weightless. It has negligible Bulk for 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Oilskin Pouch", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3249", + "summary": "Treated with oil and animal fats, the leather of this pouch is more resistant to water but is also stiffer. Many makers and travelers decorate their oilskin pouches with symbols of the ocean and sailing. Often used to store scrolls or other paper documents when a traveler knows they will be in an area of heavy rain or near water. While not entirely waterproof, an oilskin pouch seals with sturdy leather ties, allowing it to resist anything other than total submersion. Even completely underwater, it will protect its contents for up to 1 minute." + }, + { + "name": "Oily Button", + "trait": "Conjuration, Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=789", + "summary": "A thin sheen of slick oil covers this gaudy button. When you activate the oily button, your attempts to Disarm your opponent of an item before the start of the opponent's next turn gain a +4 circumstance bonus instead of +2, and the –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item lasts until the end of its next turn or until it uses an Interact action to adjust its grip.", + "activation": "free-action] envision; Trigger You succeed at an Athletics check to Disarm; Requirements You are an expert in Athletics." + }, + { + "name": "Old Tillimaquin", + "trait": "Enchantment, Magical, Unique", + "item_category": "Other", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=1617", + "summary": "This beloved tavern mascot is a shabby old stuffed beast mounted on an immense slab of ironwood. The beast is roughly the size and shape of a wolverine but with a broader snout, blue stripes along its upper legs and bristled back, and a club of spiked bone at the end of its long tail. No one can recall where Old Tillimaquin originally came from, how the taxidermic beast came to stand in its tavern, or even whether it's a genuine article. The tradition of rubbing its bronzed claws for good luck has been observed for so long that the front claws are worn to stubs. Local belief holds that as long as Old Tillimaquin stands, neither fire nor flood will claim its town.", + "activation": "Interact (divination, fortune, occult); Frequency once per month; Effect You rub Old Tillimaquin's bronzed claws for good luck before setting out on a task that might benefit the town. You can reroll a single failed saving throw within the next 24 hours, but you must take the second result, even if it's worse than your original result. Each person who rubs the claws can benefit only once per month, but there's no limit to how many people can draw on Old Tillimaquin's luck." + }, + { + "name": "Olfactory Obfuscator", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=690", + "summary": "This frothing fluid causes the drinker's body to exude trace odor-absorbing oils. For the listed duration after drinking this elixir, your scent is nearly unnoticeable. Creatures with imprecise scent don't detect you with that sense unless they Seek for you, and you are concealed from creatures that perceive you with precise scent. You gain a +4 item bonus against attempts to Seek you by creatures using only scent-based senses; if they use any other senses as well, the bonus doesn't apply.", + "activation": "one-action] Interact" + }, + { + "name": "Olfactory Obfuscator (Greater)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=690", + "summary": "This frothing fluid causes the drinker's body to exude trace odor-absorbing oils. For the listed duration after drinking this elixir, your scent is nearly unnoticeable. Creatures with imprecise scent don't detect you with that sense unless they Seek for you, and you are concealed from creatures that perceive you with precise scent. You gain a +4 item bonus against attempts to Seek you by creatures using only scent-based senses; if they use any other senses as well, the bonus doesn't apply.", + "activation": "one-action] Interact" + }, + { + "name": "Olfactory Stimulators", + "trait": "Magical", + "item_category": "Assistive Items", + "item_subcategory": "Animal Companion Mobility Aids", + "bulk": "", + "url": "/Equipment.aspx?ID=2150", + "summary": "This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A creature wearing olfactory stimulators gains a sense of smell, which is as precise as an average member of its species, as well as the scent special ability if members of its species typically have that ability. Olfactory stimulators can be fitted to animal companions as well as sapient creatures; stimulators produced for companion use have the companion trait.", + "activation": "free-action] (concentrate); Frequency once per day; Effect Your olfactory stimulators twitch as they gather even more information. You gain imprecise scent with a range of 30 feet for 1 minute." + }, + { + "name": "Olfactory Stimulators (Bloodhound)", + "trait": "Magical", + "item_category": "Assistive Items", + "item_subcategory": "Animal Companion Mobility Aids", + "bulk": "L", + "url": "/Equipment.aspx?ID=2150", + "summary": "This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A creature wearing olfactory stimulators gains a sense of smell, which is as precise as an average member of its species, as well as the scent special ability if members of its species typically have that ability. Olfactory stimulators can be fitted to animal companions as well as sapient creatures; stimulators produced for companion use have the companion trait.", + "activation": "free-action] (concentrate); Frequency once per day; Effect Your olfactory stimulators twitch as they gather even more information. You gain imprecise scent with a range of 30 feet for 1 minute." + }, + { + "name": "Ommatophoric Mutagen", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3236", + "summary": "Your eyes bulge from their sockets and extend upwards from your head on long, prehensile stalks, greatly enhancing your eyesight and field of view but leaving you unable to close your eyes, increasing your vulnerability to harmful visual effects.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Omnidirectional Spear Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3380", + "summary": "As soon as a creature enters the snare's square, the snare unleashes wickedly powerful spears at the creature from all directions, dealing 15d8 piercing damage (DC 37 basic Reflex save)." + }, + { + "name": "One Hundred Victories", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2214", + "summary": "One hundred cuts, healed into diamond-shaped scars, represent the ability to withstand the attacks of your enemies. Orc warriors covet these scar patterns and cluster them around what they consider to be their strongest assets—a pattern around the heart signifies a warrior with great endurance, while one along the arms indicates great upper body strength." + }, + { + "name": "One-Hour Flower", + "trait": "Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3518", + "summary": "Popular with lovers, decorators, and sports fans, the seeds of these ephemeral plants grow and bloom immediately into flowers when placed in any warm environment, including a cup of dirt, a bowl of warm water, and a tightly clenched hand. The color of these flowers varies, but each has an internal glow that sheds bright light in a 30-foot radius. The radius of this light shrinks by 10 feet every 20 minutes. At the end of an hour, the plant disintegrates, leaving only a vaguely pleasant scent in the air.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Onyx Panther", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2988", + "summary": "This beautiful black pebble is sculpted into a stylized panther shape. When you activate it, use a Sneak action with a +1 item bonus to the check. You can move your full Speed (instead of half) on this Sneak action and any others you take this turn.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Ooze Ammunition (Greater)", + "trait": "Acid, Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1900", + "summary": "Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. Other creatures can provide the actions, although doing so deals half the ammunition's persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Ooze Ammunition (Lesser)", + "trait": "Acid, Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1900", + "summary": "Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. Other creatures can provide the actions, although doing so deals half the ammunition's persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Ooze Ammunition (Major)", + "trait": "Acid, Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1900", + "summary": "Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. Other creatures can provide the actions, although doing so deals half the ammunition's persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Ooze Ammunition (Moderate)", + "trait": "Acid, Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1900", + "summary": "Ooze ammunition is a capsule containing a sticky substance. If you hit a creature with activated ooze ammunition, it deals acid damage instead of its normal damage type, and the creature then takes the listed penalty to Speed and persistent acid damage until it ends the effects. On a critical hit, the creature is immobilized for 1 round in addition to the other effects. The target can end the effects by Escaping the sticky foam. Other creatures can provide the actions, although doing so deals half the ammunition's persistent acid damage to the assisting creature. A creature that ends the effect still takes the persistent damage that turn.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Ooze Skin", + "trait": "Alchemical", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "1", + "url": "/Equipment.aspx?ID=1980", + "summary": "This leather armor has been treated with extract from oozes, which can be reactivated in the presence of a strong acid. A receptacle in the armor can hold an acid flask, which takes 3 Interact actions to install.", + "activation": "one-action] (manipulate); Requirements An acid flask is installed in the armor; Effect The leather weeps slippery protoplasm, granting an item bonus to Escape and Squeeze checks equal to the acid flask’s item bonus. The protoplasm also irritates the skin on prolonged contact, causing any creature that grapples or swallows you to take acid damage equal to the acid flask’s splash damage. Ooze skin remains activated for a number of rounds equal to the level of the acid flask installed. The activation uses up the acid flask, and the armor can’t be activated again until a new one is installed." + }, + { + "name": "Oozepick", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1812", + "summary": "You can pour this silver ooze into a lock or similar mechanism to create a set of malleable lockpicks and tools that conform to internal mechanisms. The ooze is treated as a set of thieves' tools that last for 1 hour and provide a +2 item bonus to Thievery checks to Pick Lock or Disable a Device against the mechanism into which they were first poured.", + "activation": "one-action] Interact" + }, + { + "name": "Oozepick (Greater)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1812", + "summary": "You can pour this silver ooze into a lock or similar mechanism to create a set of malleable lockpicks and tools that conform to internal mechanisms. The ooze is treated as a set of thieves' tools that last for 1 hour and provide a +2 item bonus to Thievery checks to Pick Lock or Disable a Device against the mechanism into which they were first poured.", + "activation": "one-action] Interact" + }, + { + "name": "Open Mind", + "trait": "Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1806", + "summary": " Abraxas teaches knowledge is the only power that matters. This tattoo of a stylized eye provides a +1 item bonus to Lore checks. ", + "activation": "one-action] envision; Frequency once per hour; Effect Abraxas opens your inner eye; you gain the effects of hypercognition." + }, + { + "name": "Opossum, domestic", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1687", + "summary": "This tamed version of the wild Arcadian opossum is favored by those who like to match outfits with their pets, as the domestic opossum tolerates clothing and accessories. They're very tolerant of travel and can eat table scraps, making them popular with caravan drivers or ship captains." + }, + { + "name": "Oracular Crown", + "trait": "Divine, Focused, Invested", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2329", + "summary": "Patterns themed to your curse cover your oracular crown. As your curse worsens, the appearance of the crown changes, introducing extreme angles, stronger colors, or other indications of the intensity of your curse. Similarly, it gets closer to its natural form when you reduce the effects of your curse. You gain a +2 item bonus to Religion checks.", + "activation": "one-action] (concentrate, healing, vitality); Frequency once per day; Requirements Your cursebound value is 1 or higher; Effect You regain 3d8 Hit Points. The amount of healing increases to 5d8 if you’re cursebound 2, 7d8 if you’re cursebound 3, or 9d8 if you’re cursebound 4. If you have the void healing ability, this activation has the void trait instead of the healing and vitality traits." + }, + { + "name": "Orb of Dragonkind", + "trait": "Arcane, Artifact, Enchantment, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=616", + "summary": "Each of the legendary orbs of dragonkind contains the essence and personality of a powerful dragon, with each of the 10 most famous orbs preserving a different type of metallic or chromatic dragon’s spirit. It is believed that orbs for other types of true dragons exist, though that theory is yet to be confirmed.", + "activation": "two-actions] envision, Interact; Frequency Three times per day; Effect You attempt to overwhelm a dragon’s mind—while you cannot control the dragon, you can render it immobile for a short time. Choose a dragon within 60 feet; the dragon can attempt to resist the orb with a DC 30 Will saving throw (or higher with orb shards). Gold dragons take a –4 circumstance penalty to this saving throw. Any stun from this activation ends if the dragon is attacked or otherwise subject to a hostile act other than that of the orb." + }, + { + "name": "Orb Shard", + "trait": "Arcane, Artifact, Enchantment, Magical, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=616", + "summary": "Each of the legendary orbs of dragonkind contains the essence and personality of a powerful dragon, with each of the 10 most famous orbs preserving a different type of metallic or chromatic dragon’s spirit. It is believed that orbs for other types of true dragons exist, though that theory is yet to be confirmed.", + "activation": "two-actions] envision, Interact; Frequency Three times per day; Effect You attempt to overwhelm a dragon’s mind—while you cannot control the dragon, you can render it immobile for a short time. Choose a dragon within 60 feet; the dragon can attempt to resist the orb with a DC 30 Will saving throw (or higher with orb shards). Gold dragons take a –4 circumstance penalty to this saving throw. Any stun from this activation ends if the dragon is attacked or otherwise subject to a hostile act other than that of the orb." + }, + { + "name": "Orchestral Brooch", + "trait": "Auditory, Consumable, Evocation, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1025", + "summary": "This silver brooch reverberates lightly with the sound of music every time anyone touches it. You can transform it into the shape of any chosen instrument when you Affix it. When you activate this talisman, your performance is accompanied by a grand procession of music that complements your own work, subject to your direction and intent. You receive a +1 status bonus to your Performance check. If you roll a success, you get a critical success instead.", + "activation": "free-action] envision; Trigger You attempt a Performance check, but you haven't rolled yet; Requirements You're a master in Performance." + }, + { + "name": "Orichalcum Chunk", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2919", + "summary": "The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later." + }, + { + "name": "Orichalcum Ingot", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2919", + "summary": "The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later." + }, + { + "name": "Orichalcum Object (High-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2919", + "summary": "The most rare and valuable skymetal, orichalcum is coveted for its incredible time-related magical properties. This dull, coppery metal isn't as physically sturdy as adamantine, but orichalcum's time-bending properties protect it, granting it greater Hardness and Hit Points. If an orichalcum item takes damage but isn't destroyed, it repairs itself completely 24 hours later." + }, + { + "name": "Origin Unguent", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=697", + "summary": "This shimmering, violet unguent forms mild chemical bonds between objects with a matching composition. You apply the adhesive to two objects, or to an object and a creature. You can check if the two share an origin (such as if they were broken from the same whole, or if a poison sample or body part came from the same creature) by holding them together with the unguent between; if they match, the unguent becomes sticky.", + "activation": "one-action] Interact" + }, + { + "name": "Orm Choker", + "trait": "Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3227", + "summary": "This elaborate choker is fashioned from the treated hide of a water orm. Its interior is lined with the creature’s silky hair. While wearing an orm choker, your form blurs slightly around the edges, granting you a +1 item bonus to saving throws against detection, revelation, and scrying effects.", + "activation": "Watery Form [three-actions] (concentration, water); Frequency once per day; Effect You dissolve into liquid, appearing only as a stretch of flowing water. While in this form, you gain a swim Speed of 45 feet, you automatically succeed at Athletics checks to Swim, and you gain a +4 circumstance bonus to Stealth checks in water. However, you can’t speak, use any of your other items or abilities, or enter a body of salt water while in this form. You can remain in this form for up to 1 hour, though you can return to your normal form using a single action that has the concentrate trait." + }, + { + "name": "Osteomancer's Pouch", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3662", + "summary": "This leather pouch holds a pair of six-sided dice carved from actual knucklebones. When rolled, the dice grant you a vision of a distant location, though their power is unreliable.", + "activation": "Roll the Bones [two-actions] (concentrate, manipulate); Frequency once per day; Effect You roll the dice. If you roll two 1s, the activation fails with no effect. Otherwise, the dice cast clairvoyance for you. When cast in this way, the spell’s range becomes 100 feet × the result of your roll." + }, + { + "name": "Overloaded Brain Grenade", + "trait": "Alchemical, Consumable, Fire, Mental, Splash, Unique", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "1", + "url": "/Equipment.aspx?ID=1462", + "summary": "It's possible for a desperate alchemist to rig the brain container of a defeated alchemical golem to create a volatile (if unusual) explosive. You throw the grenade up to 60 feet, and it explodes, dealing 3d6 fire damage and 3d6 mental damage in a 10-foot burst (DC 27 basic Reflex save). On a critical failure, a creature takes 2d6 persistent fire damage.", + "activation": "two-actions] Interact" + }, + { + "name": "Ovinrbaane", + "trait": "Artifact, Cursed, Evocation, Intelligent, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=1748", + "summary": " Ovinrbaane (literally translated as “enemy of all enemies”) is instilled with an unquenchable bloodlust, and it chafes any time it is not being …", + "activation": "reaction] ; Frequency three times per day; Trigger An undesirable spell effect with a duration affects Ovinrbaane's partner; Effect Ovinrbaane casts dispel magic (heightened to 8th level, counteract check +31) on the spell." + }, + { + "name": "Owl Screech Egg", + "trait": "Alchemical, Auditory, Consumable, Emotion, Fear, Mental", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1924", + "summary": "Not only are the eggs of giant owls delicious when boiled, but when infused with a mix of alchemical reagents, they also make you emit a long and terrifying screech. All creatures in a 30-foot emanation must attempt a DC 23 Will save. Regardless of the result, creatures in the area are temporarily immune to this screech for 1 minute.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Oxygen Ooze", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1813", + "summary": "You can chew on this translucent green ooze to cause it to expand into a bubble of slime that envelops your mouth and nose. For the next hour, the ooze provides breathable oxygen, allowing you to breathe in environments where you couldn't normally breathe. It then harmlessly dries up and falls away.", + "activation": "one-action] Interact" + }, + { + "name": "Pacifying", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1870", + "summary": "This rune turns weapons into instruments of peacemaking. ", + "activation": "reaction] (concentrate, mental); Trigger You damage a creature with the etched weapon; Effect The damaged creature must succeed at a DC 20 Will save or be pacified. A pacified creature takes a –2 penalty to attack rolls on any attacks that aren't nonlethal for 1 minute, and the creature also experiences a clear psychic warning that they should stop making attacks that could kill." + }, + { + "name": "Pact of Blood-Taking", + "trait": "Contract, Invested, Magical, Necromancy, Rare", + "item_category": "Contracts", + "item_subcategory": "Infernal Contracts", + "bulk": "", + "url": "/Equipment.aspx?ID=932", + "summary": "You negotiate for might and viciousness. Benefit Your successful Strikes with slashing and piercing melee weapons deal 1 persistent bleed damage …" + }, + { + "name": "Pact-Bound Pistol", + "trait": "Cursed, Enchantment, Evil, Fire, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1176", + "summary": "Wielded in over a hundred duels by the famed Ustalavic noblewoman Countess Tasya Iserav, this +1 striking fearsome dueling pistol is a work of master craftsmanship, almost eerie in the axiomatic perfection present in each dimension and detail." + }, + { + "name": "Pactmaster's Grace", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2344", + "summary": "Granted by Katapesh's Pactmasters to influential merchants, exceptional Zephyr Guards, and favorite retainers, a pactmaster's grace is a crystal-studded blue platinum ring that sharpens the wearer's urban instincts. While invested, the ring grants a +2 item bonus to saving throws while you are in an urban setting, and this increases to a +3 item bonus if you have legendary proficiency in Guild Lore, Katapesh Lore, Mercantile Lore, or Society. You also gain a +3 item bonus to Mercantile Lore checks while wearing the ring, and you can attempt checks that require a proficiency rank of master in Society." + }, + { + "name": "Paint Set", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1337", + "summary": "This set of painting supplies includes paints, brushes, jars, a palette, a set of small canvases, and a miniature easel. You can refill your paint set with extra paints and canvas for 1 sp." + }, + { + "name": "Paired", + "trait": "Conjuration, Magical, Teleportation, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1388", + "summary": "These runes always come in pairs and can be applied to a garment's pockets to be activated.", + "activation": "one-action] command; Frequency once per day; Requirements The paired items are both invested, typically by two different characters, and are within 100 feet of each other; Effect Items in the pockets (up to 10 negligible Bulk items or 1 light Bulk item per pocket) trade places via teleportation." + }, + { + "name": "Paired (Greater)", + "trait": "Conjuration, Magical, Teleportation, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1388", + "summary": "These runes always come in pairs and can be applied to a garment's pockets to be activated.", + "activation": "one-action] command; Frequency once per day; Requirements The paired items are both invested, typically by two different characters, and are within 100 feet of each other; Effect Items in the pockets (up to 10 negligible Bulk items or 1 light Bulk item per pocket) trade places via teleportation." + }, + { + "name": "Paired (Major)", + "trait": "Conjuration, Magical, Teleportation, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1388", + "summary": "These runes always come in pairs and can be applied to a garment's pockets to be activated.", + "activation": "one-action] command; Frequency once per day; Requirements The paired items are both invested, typically by two different characters, and are within 100 feet of each other; Effect Items in the pockets (up to 10 negligible Bulk items or 1 light Bulk item per pocket) trade places via teleportation." + }, + { + "name": "Palanquin of Night", + "trait": "Conjuration, Magical, Uncommon", + "item_category": "Other", + "item_subcategory": "", + "bulk": "L when not activated", + "url": "/Equipment.aspx?ID=1799", + "summary": "This small square of dark blue fabric appears to be painted with a depiction of the night sky, shifting each day to match the sky above Geb the previous night.", + "activation": "three-actions] Interact; Effect The fabric unfolds into a dark palanquin large enough to comfortably hold two Medium creatures. Four spectral bearers appear at the corners of the palanquin, capable of carrying it effortlessly over most types of terrain as long as the terrain is relatively flat and devoid of hazards. Spectral bearers have the statistics of an unseen servant, except they're strong enough to carry the palanquin and its occupants. They move generally along a basic set of directions you indicate upon activation, which can include turns onto various streets, but they don't take other creatures' feelings into account and can be inconsiderate to passersby in an inhabited area as they relentlessly move you forward. The bearers move slowly but steadily along their simple directions. While the palanquin is perfectly suitable for overland travel, the bearers' imprecise movements and the requirement to reactivate the palanquin to change destinations make it unsuited for a combat encounter or other situation where seconds and precise movements count." + }, + { + "name": "Pale Fade", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2010", + "summary": "Pale fade is a white ointment with a sharp, earthy scent. The poison rapidly desiccates flesh, which then crumbles and forms a cloud of pallid dust. If the victim is concealed by this poison, then the cloud of dust also conceals other creatures from the victim.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Palette of Masterstrokes", + "trait": "Conjuration, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1759", + "summary": "This painter's palette is decorated with an image of Shelyn's religious symbol: a songbird with a colorful curved tail. The feathers on this tail constantly produce a wide range of colorful pigments, granting you a +2 item bonus to Crafting checks made to create paintings. A palette of masterstrokes functions as a divine focus for a cleric of Shelyn.", + "activation": "two-actions] Interact (illusion, incapacitation); Frequency once per hour; Effect With a sweeping motion, you swing the palette of masterstrokes in your hand. It casts color spray as a 4th-level divine spell. The spell DC is 29." + }, + { + "name": "Pallesthetic Mutagen", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3237", + "summary": "You gain unparalleled sensitivity to the tiniest of vibrations through solid surfaces and even the very air around you, but your eyes become useless. …", + "activation": "one-action] (manipulate)" + }, + { + "name": "Palm Crossbow", + "trait": "Rare", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=766", + "summary": "This thick, elegant bracelet conceals a specialized firing mechanism that can hold a single blowgun dart. You can fire the dart normally from the bracelet. Recognizing the bracelet's nature requires a successful DC 25 Perception check.", + "activation": "two-actions] Interact; Effect You expand the bracelet into a hand crossbow. The bracelet has enough pieces to assemble up to three bolts, but the bolts contain necessary components for the bracelet. Without all of the bolt pieces, you cannot collapse the crossbow back into a bracelet." + }, + { + "name": "Panacea", + "trait": "Consumable, Healing, Magical, Potion, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2946", + "summary": "This potion appears to shift colors, and no two observers describe it in the same way. When consumed, it attempts to counteract all curses and diseases affecting you, as well as the blinded and deafened conditions from spells affecting you. The potion has a counteract rank of 7th and a +20 modifier for the roll.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Panacea Fruit", + "trait": "Consumable, Healing, Necromancy, Primal, Rare", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=665", + "summary": "This fruit is slowly, constantly changing shape, transforming from one fruit into another, but always appearing at the peak of ripeness. When you consume the fruit, it attempts to counteract all curses, diseases, and poisons affecting you, and you immediately regain 8d8+30 Hit Points. The fruit has a counteract level of 9 and a +30 modifier for the rolls against each condition. The fruit's seed remains after consumption and can be planted later, becoming a seed-shaped tree feather token that sprouts a tree bearing many kinds of mundane fruit.", + "activation": "one-action] Interact" + }, + { + "name": "Panaceatic Salve", + "trait": "Abjuration, Consumable, Enchantment, Magical, Mental, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=3155", + "summary": "This pungent herbal ointment was originally only intended for use as an analgesic. That being said, popular folklore around this salve claims it can do anything from curing fevers to repelling vampires, a reputation that, if nothing else, is easy to get swept up in. When you activate a dose of panaceatic salve by rubbing it on your skin, you gain 4d8+10 temporary Hit Points for 10 minutes. At the end of this duration, if you still retain at least 1 of these temporary Hit Points, you can attempt a new saving throw against an ongoing disease or poison affliction you're afflicted with; if you fail or critically fail this saving throw, you don't increase the affliction's stage.", + "activation": "one-action] Interact" + }, + { + "name": "Paper Shredder", + "trait": "Clockwork, Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=1155", + "summary": "Whether it's a parchment with ominous pentagrams and dangerous magical symbols inscribed upon it, incriminating legal documents, or just simply paper waste, sometimes you just need to make sure a document is completely destroyed in a way that makes it nearly impossible to read afterwards. Enter the paper shredder, a clockwork device that performs exactly this function." + }, + { + "name": "Parade Armor", + "trait": "Adjustment, Uncommon", + "item_category": "Adjustments", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1560", + "summary": "Parade armor is an armor adjustment that creates a set of pseudo-decorative armor to wear during noncombat functions. Any medium or heavy armor can be fashioned into parade armor, which features custom designs based on the wearer's affiliation, military branch, or rank. A particular faction typically has one uniform appearance for its set of parade armor. While wearing this armor, you gain a +1 item bonus to Diplomacy and Intimidation checks against creatures of the same affiliation as your parade armor, though the bonus to Intimidation doesn't apply when interacting with creatures of higher rank than you. The armor is slightly bulkier, increasing the Bulk by 1." + }, + { + "name": "Paradise Light", + "trait": "Invested, Light, Magical, Rare", + "item_category": "Other", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3615", + "summary": "This crystal phial was created from Brilliance, a condensed planar fragment of the plane of Nirvana which is trapped within Gloaming Arbor. A paradise light glows brightly, shedding bright light in a 30-foot radius and dim light to a further 30 feet. A PC that looks into the paradise light sees images of Nirvana, an idyllic pastoral paradise. A paradise light is required to navigate the heart of the forest in Gloaming Arbor.", + "activation": "Sanctum [two-actions] (manipulate); Frequency once per hour; Effect You conjure a shard of Nirvana in a 30 foot emanation, temporarily altering the landscape into an soothing meadow for 1 minute. Creatures in the area gain a +1 item bonus to Will saves and Wisdom-based skill checks, and have fast healing 2. A creature in the area that attempts to take a hostile action must succeed at a DC 28 Will save or the hostile action is prevented and the actions they would’ve spent are wasted." + }, + { + "name": "Parchment of Direct Message", + "trait": "Divination, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2463", + "summary": "These two sheets resemble ordinary parchment, save for a simple seal burned into the corner. The two sheets are magically linked, though if either of the sheets is burnt, cut in half or smaller, or otherwise destroyed, then the other sheet becomes an ordinary piece of parchment. When you write a message on one of the sheets, the text disappears over the span of 1 minute, leaving no ink, imprint, or any other trace of inscription behind. The message then appears on the linked piece of parchment. The magical link between the sheets only functions while both sheets are within 10 miles of each other. Outside of this range, any writing remains on the sheets as if they were mundane sheets of parchment, though this writing becomes erased if the parchment is activated.", + "activation": "one-action] command; Effect You utter a specific magical phrase while holding one of the sheets of parchment. All writing disappears from the parchment." + }, + { + "name": "Parchment of Secrets", + "trait": "Consumable, Illusion, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=1625", + "summary": "This parchment is crafted with illusion magic, allowing for the transfer of secret messages. You can fill the parchment with the usual amount of text, encoding your secret message within the innocuous message.", + "activation": "minute (Interact); Effect You tap the letters of your secret message one at a time, causing the letters to glow momentarily before fading to their standard ink color, and a symbol of your choice appears at the corner of the page. The next time someone taps the symbol with a writing instrument, the chosen letters glow again, revealing the secret message, and then the power of the parchment is spent." + }, + { + "name": "Parrying Scabbard", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2740", + "summary": "You can draw this reinforced sheath during the same Interact action you use to draw the weapon it holds, wielding the weapon in one hand and the scabbard in your other. A parrying scabbard can be used for your defense much like a weapon with the parry trait: you can spend an action to position it defensively, gaining a +1 circumstance bonus to AC until the start of your next turn. Parrying scabbards are available for any sword that can be wielded in one hand." + }, + { + "name": "Passage Charm", + "trait": "Invested, Magical, Rare, Shadow", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3616", + "summary": "This glossy black brooch is made of solidified shadows and is a gift, given by Avathrael Realmshaper to their allies to allow them to navigate the heart of the forest within Gloaming Arbor. While wearing a passage charm, you can cast darkness as an innate occult spell twice per day.", + "activation": "Shape the Shadows [three-actions] (manipulate); Frequency once per day; Requirements You’re in an area that’s dark or dim light; Effect You command the shadows to do your bidding, forming a path, a ramp, a wall, or stairs. The passage charm casts 5th-rank wall of stone, except the spell loses the earth trait, gains the shadow trait, and has a duration of 24 hours, and the wall is created from solid shadows, rather than stone. If any section of the wall is exposed to bright light, that portion of the wall has its Hardness temporarily reduced by half (to Hardness 7)." + }, + { + "name": "Passage Pane", + "trait": "Artifact, Conjuration, Divine, Rare, Teleportation", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=1814", + "summary": "The pane of this large circular mirror has a diameter of 8 feet and a gray cast. The mirror reflects its surroundings in muted colors, and any living creatures that look into the mirror see themselves as preserved corpses with sallow skin, sunken cheeks, and a vacant expression. The mirror is mounted in a bone frame intricately carved with imagery of corvids, keys, and winding roads. These roads represent the Dead Roads, the secret back routes between the Boneyard and all other planes that are under the purview of the psychopomp usher Barzahk the Passage and their followers.", + "activation": "envision, Interact (conjuration, divine, teleportation); Requirements The passage pane is an active rift to the Boneyard, and you're bonded with the passage pane; Effect You close the rift." + }, + { + "name": "Pathfinder's Coin", + "trait": "Illusion, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=523", + "summary": "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.", + "activation": "one-action] command; Requirements The coin is levitating above a wayfinder; Effect You give the coin a message of 25 words or fewer. The message repeats in your voice the next time the coin is floated above a wayfinder. A Pathfinder’s coin can hold only one message at a time, and it replays its message only once." + }, + { + "name": "Pathfinder's Mentor", + "trait": "Intelligent, Invested, Magical, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2399", + "summary": "A Pathfinder’s mentor is a wayfinder that has developed sapience. It has two aeon stone slots, and both stones grant their resonant powers …", + "activation": "minute (concentrate, manipulate); Frequency once per day; Effect The wayfinder casts wanderer's guide on you." + }, + { + "name": "Pathfinder's Pouch", + "trait": "Abjuration, Extradimensional, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=524", + "summary": "This unobtrusive belt pouch is popular among Pathfinders 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.", + "activation": "one-action] Interact; Effect You switch the pouch to allow access to its extradimensional space instead of its normal space, or vice versa. This lasts until you next activate it. Items in the other space are inaccessible and hard to find until you switch the pouch back." + }, + { + "name": "Paws of the Grogrisant", + "trait": "Apex, Invested, Primal, Unique", + "item_category": "Apex Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3781", + "summary": "Princess Eutropia commissioned Taldor’s Imperial College of Heralds to preserve the paws that fell off the Mantle of the Grogrisant. A few weeks later, the college presented this pair of boots. You gain a +3 item bonus to Athletics checks and saves against forced movement. When you invest in the boots, you either increase your Strength modifier by 1 or increase it to +4, whichever would give you a higher value.", + "activation": "Grogrisant Leap [one-action] (concentrate); Frequency once per day; Effect The Grogrisant’s legendary strength and reflexes empower your movement. You Leap, doubling the vertical and horizontal distance of your Leap action. If you land adjacent to a creature, you can Strike that creature once as part of this action." + }, + { + "name": "Peace in Dreams Tea", + "trait": "Abjuration, Consumable, Magical, Potion, Tea, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Tea", + "bulk": "L", + "url": "/Equipment.aspx?ID=3144", + "summary": "This creamy tea is made from warm soy milk steeped with whole, dried chrysanthemum flowers and honey and brewed from when the sun first touches the horizon to when it has fully set. Consuming this tea causes mild drowsiness, aids in sleep, and protects from harmful mental effects. You gain a +1 item bonus to all saving throws against mental effects for 1 hour.", + "activation": "one-action] Interact or 10 minutes (concentrate, Interact)" + }, + { + "name": "Peacemaker", + "trait": "Abjuration, Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1231", + "summary": "This ragged piece of white cloth is wrapped around the grip, stock, or haft of the affixed weapon. When you activate the talisman, you gain the effects of a sanctuary spell (DC 20) lasting for 1 minute. If you draw the affixed firearm, the effect ends immediately and the talisman crumbles.", + "activation": "one-action] envision, manipulate; Requirements Your last action was an Interact action to stow the affixed firearm or crossbow." + }, + { + "name": "Peachwood Branch", + "trait": "Precious, Uncommon", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3470", + "summary": "Peachwood, often cultivated by Pharasmin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it." + }, + { + "name": "Peachwood Lumber", + "trait": "Precious, Uncommon", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3470", + "summary": "Peachwood, often cultivated by Pharasmin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it." + }, + { + "name": "Peachwood Object (High-Grade)", + "trait": "Precious, Uncommon", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3470", + "summary": "Peachwood, often cultivated by Pharasmin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it." + }, + { + "name": "Peachwood Object (Standard-Grade)", + "trait": "Precious, Uncommon", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3470", + "summary": "Peachwood, often cultivated by Pharasmin priests, can ward against undead—even incorporeal ones. However, the wood loses its magical properties when it comes in contact with metal, requiring advanced carpentry to make full use of it." + }, + { + "name": "Peachwood Talisman", + "trait": "Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=3471", + "summary": "Symbols of good fortune and luck are carved on this thin, square wooden plaque. It smells of sandalwood from the blessings placed upon it. After activation, for the next minute , you can sense attacks from undead. You aren't off-guard to hidden, undetected, or flanking, undead of your level or lower, or undead of your level or lower using surprise attack. However, they can still help their allies flank." + }, + { + "name": "Pelagic Helmet", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3250", + "summary": "Most merfolk have no problem surfacing for a while, but constant existence in the air is exhausting and demoralizing. A clever artisan off the coast of Arcadia came up with this solution—a sturdy frame that goes on the shoulders and supports a bubble-like helmet filled with water. A mouthpiece lets the wearer speak to the outside world, and a plant-based filtration system keeps the water at the appropriate level of freshness or brackishness for the wearer. Over the years, these contraptions have spread to most of the world's oceans, though many merfolk don't use them—some find the devices just too heavy and would rather deal with the dryness. The helms are especially popular with abyssal merfolk, who tint the glass dark to protect from the too-bright surface." + }, + { + "name": "Pendant of the Occult", + "trait": "Invested, Occult", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3098", + "summary": "This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the guidance cantrip as an occult innate spell.", + "activation": "Dream Message (concentrate, manipulate); Frequency once per day; Effect You cast a 4th-rank dream message spell." + }, + { + "name": "Pendant of the Occult (Greater)", + "trait": "Invested, Occult", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3098", + "summary": "This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the guidance cantrip as an occult innate spell.", + "activation": "Dream Message (concentrate, manipulate); Frequency once per day; Effect You cast a 4th-rank dream message spell." + }, + { + "name": "Penetrating Ammunition", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2925", + "summary": "This ammunition has a slender shape and a viciously pointed tip. When you activate and shoot penetrating ammunition, the Strike takes the shape of a 60-foot line originating from you. Roll one attack roll and compare the result to the AC of each target in the line. The ammunition ignores up to 10 of a target's resistance, and it can penetrate walls up to 1 foot thick with Hardness 10 or less. Each target that takes damage from this ammunition also takes 1d6 persistent bleed damage.", + "activation": "one-action] Strike" + }, + { + "name": "Penultimate Heartbeat", + "trait": "Consumable, Magical, Spirit, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3890", + "summary": "This small hunk of slightly rusted iron gives off a faint reddish glow that occasionally pulses when touched. Tales of penultimate heartbeats say that the metal attracts a creature’s spirit at the moment of death and channels it outward for a grisly display. Once applied to a weapon, a penultimate heartbeat’s effects last for 1 hour. When you reduce a living creature to 0 Hit Points with a weapon under the effect of a penultimate heartbeat, it doesn’t perish immediately (though is visibly on the brink of death). You can Reposition the creature up to 10 feet as a free action, after which it dies in a dramatic fashion appropriate to the injury that killed it. Foes in a 30-foot cone you direct originating from the creature’s final position are sprayed with gore, taking 9d10 spirit damage from the release of the creature’s soul. An affected target attempts a Will save against your class DC or spell DC, whichever is higher. This effect has the emotion, fear, and mental traits.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Pepper Poultice", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "", + "url": "/Equipment.aspx?ID=3676", + "summary": "This mash of Cinderlands peppers has been fermented into a potent poultice to expel toxins from the body. When you have the sickened condition, you can slather this poultice onto your skin to reduce your sickened value by 1.", + "activation": "one-action] Interact" + }, + { + "name": "Perfect Droplet", + "trait": "Evocation, Magical, Spellheart, Water", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1016", + "summary": "Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by Activating this item is 17. Armor You gain …", + "activation": "Cast a Spell; Frequency once per day; Effect You cast hydraulic torrent." + }, + { + "name": "Perfect Droplet (Greater)", + "trait": "Evocation, Magical, Spellheart, Water", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1016", + "summary": "Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by Activating this item is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast hydraulic torrent." + }, + { + "name": "Perfect Droplet (Major)", + "trait": "Evocation, Magical, Spellheart, Water", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1016", + "summary": "Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by Activating this item is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast hydraulic torrent." + }, + { + "name": "Perfected Robes", + "trait": "Artifact, Divine, Invested, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2364", + "summary": "These unadorned white robes, fastened with simple brass pins in the shape of a human hand, can’t be soiled or blemished. While wearing perfected robes, you don’t need to eat, sleep, or drink, but you can if you choose to. The robes bless you with constant truesight (+32 counteract bonus). A creature who dons these robes without earning them is clumsy 3, enfeebled 3, and stupefied 3 while wearing them, gaining the truesight but otherwise unable to use the robes’ magic.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect You cast avatar, gaining the abilities for Irori." + }, + { + "name": "Perfection's First Step", + "trait": "Consumable, Mental, Occult, Uncommon, Water", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3562", + "summary": "This palm-leaf manuscript contains an incomplete philosophical treatise about perfection, which you must complete and provide written commentaries upon before you can activate it. This activity takes 10 minutes, but can occur at any time before you activate the treatise. When you activate perfection’s first step, you cast unbreaking wave advance with a save DC of 19. You are then temporarily immune to benefiting from further copies of perfection’s first step until your next daily preparations.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Periscope", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2741", + "summary": "This is a 2-foot-long tube with two angled mirrors, one at each end. When the mirrors are aligned correctly, you can look around obstacles while remaining behind cover. This doesn't provide a sufficient line of effect to target creatures around corners." + }, + { + "name": "Periscopic Viewfinder", + "trait": "Clockwork, Consumable, Gadget, Rare", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1268", + "summary": "This bronze, spherical device slowly rotates around a cluster of angled mirrors and a light-filled orb. When you activate the viewfinder, it spins rapidly and reflects light into the orb at the center. This reveals the area around you up to 30 feet in a burst of light, including objects and areas that aren't in your line of sight. This doesn't grant you any additional information that couldn't otherwise be gathered by your senses.", + "activation": "one-action] Interact" + }, + { + "name": "Pernicious Spore Bomb (Greater)", + "trait": "Alchemical, Bomb, Consumable, Poison, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1515", + "summary": "This flask contains fast-growing mold spores, which quickly take root but just as quickly rot away. A pernicious spore bomb deals the listed poison damage, persistent piercing damage, and splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3 poison damage, 3d4 persistent piercing damage, and 3 poison splash damage. Except on a …" + }, + { + "name": "Pernicious Spore Bomb (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Poison, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1515", + "summary": "This flask contains fast-growing mold spores, which quickly take root but just as quickly rot away. A pernicious spore bomb deals the listed poison damage, persistent piercing damage, and splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1 poison damage, 1d4 persistent piercing damage, and 1 poison splash damage. Except on a critical failure, one square of the target …" + }, + { + "name": "Pernicious Spore Bomb (Major)", + "trait": "Alchemical, Bomb, Consumable, Poison, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1515", + "summary": "This flask contains fast-growing mold spores, which quickly take root but just as quickly rot away. A pernicious spore bomb deals the listed poison damage, persistent piercing damage, and splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4 poison damage, 4d4 persistent piercing damage, and 4 poison splash damage. Except on a …" + }, + { + "name": "Pernicious Spore Bomb (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Poison, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1515", + "summary": "This flask contains fast-growing mold spores, which quickly take root but just as quickly rot away. A pernicious spore bomb deals the listed poison damage, persistent piercing damage, and splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2 poison damage, 2d4 persistent piercing damage, and 2 poison splash damage. Except on a …" + }, + { + "name": "Persistent Lodestone", + "trait": "Conjuration, Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1232", + "summary": "This small magnetite block is attached to the barrel of the firearm by a thin metal wire drilled through a hole in its center. When you activate the lodestone, the ammunition from your missed shot is immediately recalled to your firearm, allowing you to fire again without reloading.", + "activation": "free-action] envision; Trigger You miss on a ranged Strike with the affixed weapon using an ordinary 0-level piece of ammunition." + }, + { + "name": "Persona Mask", + "trait": "Fortune, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3099", + "summary": "Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +1 item bonus to Performance checks while acting, orating, performing comedy, or singing.", + "activation": "Sacrifice Role [reaction] (concentrate, fortune) ; Frequency once per day; Trigger You fail a Performance check that benefits from the mask's bonus; Effect You change the mask's character and reroll the Performance check, using the second result." + }, + { + "name": "Persona Mask (Greater)", + "trait": "Fortune, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3099", + "summary": "Despite covering the entire face, this alabaster mask does not hinder vision or other senses. Wearing the mask grants a +1 item bonus to Performance checks while acting, orating, performing comedy, or singing.", + "activation": "Sacrifice Role [reaction] (concentrate, fortune) ; Frequency once per day; Trigger You fail a Performance check that benefits from the mask's bonus; Effect You change the mask's character and reroll the Performance check, using the second result." + }, + { + "name": "Pesh Paste", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2474", + "summary": "The maximum addiction stage of pesh paste never progresses beyond stage 1. Taking pesh paste suppresses the effects of addiction to all other forms of pesh. You gain a +2 item bonus to your next weekly save against addiction to pesh.", + "activation": "one-action] Interact" + }, + { + "name": "Peshspine Grenade (Greater)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=549", + "summary": "Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A peshspine grenade deals the listed piercing damage and splash damage. On a hit, the target gains the stupefied condition until the end of its next turn.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d6 piercing damage and 3 piercing splash damage, and the target is stupefied 2 ." + }, + { + "name": "Peshspine Grenade (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=549", + "summary": "Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A peshspine grenade deals the listed piercing damage and splash damage. On a hit, the target gains the stupefied condition until the end of its next turn.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d6 piercing damage and 1 piercing splash damage, and the target is stupefied 1 ." + }, + { + "name": "Peshspine Grenade (Major)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=549", + "summary": "Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A peshspine grenade deals the listed piercing damage and splash damage. On a hit, the target gains the stupefied condition until the end of its next turn.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d6 piercing damage and 4 piercing splash damage, and the target is stupefied 3 ." + }, + { + "name": "Peshspine Grenade (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=549", + "summary": "Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A peshspine grenade deals the listed piercing damage and splash damage. On a hit, the target gains the stupefied condition until the end of its next turn.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d6 piercing damage and 2 piercing splash damage, and the target is stupefied 1 ." + }, + { + "name": "Phantasmal Doorknob", + "trait": "Emotion, Magical, Mental, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2235", + "summary": "PFS Note The standard version is permitted for use while the greater and major versions are limited.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast phantasmal calamity." + }, + { + "name": "Phantasmal Doorknob (Greater)", + "trait": "Emotion, Magical, Mental, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2235", + "summary": "The item bonus when affixed to armor is +2, and the spell DC is 27. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn. The creature is then temporarily immune to being blinded this way for 24 hours.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast phantasmal calamity." + }, + { + "name": "Phantasmal Doorknob (Major)", + "trait": "Emotion, Magical, Mental, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2235", + "summary": "The item bonus when affixed to armor is +2, and the spell DC is 27. On a critical hit with a weapon the doorknob is affixed to, the target is blinded until the end of its next turn. The creature is then temporarily immune to being blinded this way for 24 hours.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast phantasmal calamity." + }, + { + "name": "Phantom Piano", + "trait": "Focused, Intelligent, Occult, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "16", + "url": "/Equipment.aspx?ID=2400", + "summary": "When a skilled musician dies before reaching their full potential or accomplishing an important goal, their soul might refuse to move on to the Boneyard. Rather than becoming undead, the spirit possesses an instrument they played in life, turning it into an intelligent item and a virtuoso instrument. (Other phantom instruments exist, but most are heavy.) A phantom piano offers a bargain to any bard or other skilled musician who finds it: receive musical aid as you dedicate yourself to reaching the success the spirit felt they were denied in life. The piano refuses to play for those who reject this deal. If you accept, the piano asks only that you practice with it and perform for increasingly refined and august audiences, requiring a successful Performance check appropriate to your proficiency level. The piano sets no strict timeline, but at the GM's discretion, if you go too long without making progress, the piano can cease cooperating with you until it's satisfied with your dedication once again.", + "activation": "free-action] (concentrate); Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to Cast a Spell the piano provides you." + }, + { + "name": "Phantom Roll", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1925", + "summary": "A phantom roll contains vegetables, greens, and fine, clear noodles, all wrapped in transparent, edible starch paper and alchemically treated and laced with a tangy sauce. Upon eating the roll, you gain a +1 item bonus to Stealth checks you attempt during the Avoid Notice exploration activity. You can also Avoid Notice at full Speed or combine it with Investigate or Scout while moving at half Speed. These effects expire 24 hours after you eat the roll or when you make your next daily preparations, whichever comes first.", + "activation": "minutes (manipulate)" + }, + { + "name": "Phantom Shroud", + "trait": "Conjuration, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1783", + "summary": "This pale blue cloak is wispy, thin, and cold to the touch. When worn, the cloak turns your hands pale and translucent, imbuing you with the dangerous touch of a ghost. This effect doesn't impede the normal use of your hands. You also gain an unarmed attack that deals 3d6 negative damage with the agile, finesse, and magical traits. You gain the benefits of a +2 weapon potency rune with these unarmed attacks (granting a +2 item bonus to your attack rolls).", + "activation": "two-actions] Interact; Frequency once per day; Effect You fold the cloak around yourself, and it casts ethereal jaunt on you. You can Sustain the activation for up to 10 minutes. When the activation ends, you return to material form." + }, + { + "name": "Pharasmin Visor", + "trait": "Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3695", + "summary": "Popular in Ustalav and other lands where undead are numerous, a Pharasmin visor is a valuable part of any fashionable noble’s armory when attending events in places like Caliphas. This item consists of a metal skullcap helm with a pair of blue crystal lenses extending from each side on metal armatures that can be moved independently in front of or away from the eyes. The helm can appear as either gleaming silver or dull black, and the wearer can alter its appearance whenever they invest the visor.", + "activation": "See Through Death [one-action] (manipulate); Effect You adjust the visors so that both are raised. The Pharasmin visor grants a +2 item bonus on all saving throws against effects with the death trait." + }, + { + "name": "Phasing Trine", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3891", + "summary": "A phasing trine is a metallic triangle embedded with a clear crystal designed in the shape of a bow and nocked arrow. Strikes made with a ranged weapon under the effect of a phasing trine against a target who is observed by or hidden to you (but not undetected) pass through any non-magical barriers or walls in their way, though magical barriers stop the ammunition. These Strikes ignore all cover and circumstance bonuses to AC from shields. The Strike’s damage can’t be reduced with a Shield Block reaction using a non-magical shield.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Pheromone Flare (Greater)", + "trait": "Alchemical, Consumable, Olfactory", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "1", + "url": "/Equipment.aspx?ID=3230", + "summary": "This alchemical candle is attached to a tall pole and grounding stake. When the flare is lit, it sprays a concentrated cloud of pheromones to attract the attention of a specific kind of animal (see alchemical pheromones). Similar to animal pheromones, when you learn the formula for a pheromone flare, you learn the formulas for all common animals.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Pheromone Flare (Lesser)", + "trait": "Alchemical, Consumable, Olfactory", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "1", + "url": "/Equipment.aspx?ID=3230", + "summary": "This alchemical candle is attached to a tall pole and grounding stake. When the flare is lit, it sprays a concentrated cloud of pheromones to attract the attention of a specific kind of animal (see alchemical pheromones). Similar to animal pheromones, when you learn the formula for a pheromone flare, you learn the formulas for all common animals.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Pheromone Flare (Moderate)", + "trait": "Alchemical, Consumable, Olfactory", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "1", + "url": "/Equipment.aspx?ID=3230", + "summary": "This alchemical candle is attached to a tall pole and grounding stake. When the flare is lit, it sprays a concentrated cloud of pheromones to attract the attention of a specific kind of animal (see alchemical pheromones). Similar to animal pheromones, when you learn the formula for a pheromone flare, you learn the formulas for all common animals.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Philosopher's Extractor", + "trait": "Artifact, Magical, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "8", + "url": "/Equipment.aspx?ID=3122", + "summary": "This bizarre machine is a complex arrangement of flasks, tubes, and other alchemical equipment. The philosopher's extractor is designed to create the ultimate alchemical concoctions. The extractor functions as an exceptional alchemist's toolkit, granting a +4 item bonus to Crafting checks related to alchemy. When using the extractor to Craft an alchemical item or with infused reagents as part of your daily preparations, you can create impeccable alchemical items. An impeccable alchemical item always uses the maximum numerical value possible for any rolls it requires, such as dealing maximum damage with alchemist's fire or restoring the maximum number of Hit Points with an elixir of life. If the impeccable item has a duration, it lasts twice as long as normal. Finally, an impeccable alchemical item never has a drawback.", + "activation": "Essence Transmogrification 1 hour (manipulate); Effect You take a sizable portion of a creature (at least two-thirds of its original mass) and filter it through the mechanisms of the extractor. After the end of the process, the philosopher's extractor creates a transmogrifying mutagen that imparts the essence of the creature to the drinker. The extractor can make several transmogrifying mutagens simultaneously using the same activation if enough mass is provided at once, up to a maximum of 10 concurrent mutagens. Drinking a transmogrifying mutagen imparts you with one of the creature's unique abilities for 1 hour. This could grant one of several abilities such as a dragon's breath, darkvision, flight, frightful presence, or immunity to sleep. The ability functions as it did for the original creature, except it uses your class DC or your spell DC (whichever is higher) instead of the creature's DC. The mutagen grants only abilities based on a creature's physiology and never grants magic-related abilities such as innate spells or spellcasting ability. The GM ultimately decides what ability a transmogrifying mutagen grants." + }, + { + "name": "Philosopher's Stone", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "2", + "url": "/Equipment.aspx?ID=3357", + "summary": "An alchemist with the Craft Philosopher's Stone feat adds the formula for this item to their formula book. This allows them to create a philosopher's stone once per month during their daily preparations using advanced alchemy. Unlike other items created with advanced alchemy, the philosopher's stone remains potent for 1 month or until the alchemist creates a new one. This is the only way to create a philosopher's stone.", + "activation": "one-action] (concentrate) or 1 or more days" + }, + { + "name": "Philter of Empty Dreams", + "trait": "Consumable, Magical, Necromancy, Poison, Rare", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=3454", + "summary": "A philter of empty dreams is a dose of glowing blue liquid that prevents dreams. When you drink a philter of empty dreams, you have no dreams for the next 8 hours and gain a +1 item bonus to saving throws against dream- or nightmare-themed effects (including saving throws against the effects of midnight milk). If you're suffering from an addiction to midnight milk when you drink a philter of empty dreams, the potion attempts to counteract the addiction with a counteract level of 4 and a +15 modifier for the roll. If an intellect devourer who's controlling a stolen body uses the body to drink a philter of empty dreams, the intellect devourer must succeed at a DC 24 Fortitude save or be forced to Exit the Body immediately.", + "activation": "one-action] Interact" + }, + { + "name": "Phistophilus Fiddle", + "trait": "Magical, Relic, Unique", + "item_category": "Relics", + "item_subcategory": "Relic Seeds", + "bulk": "1", + "url": "/Equipment.aspx?ID=2408", + "summary": "Made of pure gold with platinum strings, the phistophilus fiddle shouldn't be able to play a note—but play it does, so beautifully that it can move almost any audience. The fiddle was stolen from the contract devil who created it, and the cunning fiend still wants to reclaim the instrument. Fiendish misfortunes often befall its owners, allowing it to switch hands. The fiddle is a handheld virtuoso instrument." + }, + { + "name": "Phoenix Cinder", + "trait": "Consumable, Fire, Primal, Rare", + "item_category": "Blighted Boons", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2372", + "summary": "An incandescent, multipronged crystal the color of dying fire, a phoenix cinder gives off pleasant warmth and a sense of peace. A low, soft chirruping around the crystal invokes the idea of using fire to cleanse and protect. The crystal offers this power to anyone who touches it. A partaker must be willing to gain the boon's effects.", + "activation": "one-action] (concentrate, fire); Frequency once per day; Effect You wreathe yourself in flame for 1 minute. Adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage. You can Dismiss the activation. You can use the activation once per hour. Always feverish and flushed, you feel as if temperatures lower than sweltering are cold. Reduce your current and maximum Hit Points by 2 × your level, and you have a weakness to cold damage equal to half your level. You have urges to burn and use fire when you can. When confronted with the opportunity to do so, you must succeed at a Will save to avoid it. Doing so once after each time you roll initiative is enough." + }, + { + "name": "Phoenix Fighting Fan", + "trait": "Artifact, Conjuration, Healing, Magical, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=945", + "summary": "This elegant +3 greater striking flaming silver fighting fan features sharp silver feathers instead of traditional paper leaves in its …", + "activation": "minutes (envision, Interact); Effect The fan casts 8th-level raise dead, consuming the phoenix fighting fan in the process." + }, + { + "name": "Phoenix Flask", + "trait": "Consumable, Evocation, Fire, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=1026", + "summary": "Once you ingest this strongly spiced, glowing red potion, blazing wings of a phoenix sprout from your back and carry you through the air. For 1 minute, you gain a Fly speed of 40 feet. The first time each round that you Fly (including to hover in place), you shed burning feathers that deal 3d4 fire damage to all creatures in a 10-foot emanation at the end of your movement (DC 29 basic Reflex save).", + "activation": "one-action] Interact" + }, + { + "name": "Phoenix Fulu Holder", + "trait": "Magical, Rare, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "L", + "url": "/Equipment.aspx?ID=3173", + "summary": "This elegant wooden frame is decorated with numerous downy red feathers that feel almost uncomfortably hot to the touch. A phoenix fulu holder grants a sort of second “life” to any fulu placed for a time within its frame, but also gives the fulu wielder a stylish and eye-catching way of displaying such a treasure. You can place any fulu into a phoenix fulu holder as an Interact action.", + "activation": "one-action] Interact; Frequency once per day; Requirements An 11th- or lower-level fulu is stored in the phoenix fulu holder; Effect You take the fulu from the phoenix fulu holder, and an instant later, a glowing image of the fulu you removed manifests in the frame. If the previously stored fulu is consumed within the next 24 hours, the flickering image within the phoenix fulu holder becomes a solid and fully functional duplicate of that fulu. This duplicated fulu functions identically to the original fulu, but if not affixed within 24 hours of its formation, it fades away and vanishes." + }, + { + "name": "Phoenix Necklace", + "trait": "Artifact, Healing, Magical, Necromancy, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=946", + "summary": "This brilliant jewelry is made from fine silver interwoven with a uniquely malleable form of ruby that causes the necklace to glimmer like a flickering fire. Hao Jin created the necklaces to mitigate the potential of death during the Ruby Phoenix Tournament pre-qualifier, and she specially attuned each phoenix necklace to the silver feathers she created for the pre-qualifying round. While the silver feathers themselves aren't magical, they are required to activate the necklace's power. Each team starts with 3 feathers hidden in their headquarters; they acquire more through challenges and events. Additionally, the tournament emissary's enforcers have the ability to deliver messages to the necklace's wearer at any time by casting sending, though the wearer can't respond.", + "activation": "minutes (envision, Interact); Effect The necklace consumes one of the attached silver feathers and casts 7th-level raise dead. Activating this ability is particularly costly and every activation requires consuming one more silver feather than the previous activation." + }, + { + "name": "Phylactery of Faithfulness", + "trait": "Divination, Divine, Invested", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=452", + "summary": "This tiny box holds a fragment of religious scripture sacred to a particular deity. The box is worn by affixing it to a leather cord and tying it around your head just above your brow. You don’t gain any benefit from the phylactery if you don’t worship the affiliated deity. The phylactery grants you religious wisdom, which manifests as a +2 item bonus to Religion checks. Just before you perform an action that would be anathema to the phylactery’s deity, the phylactery warns you of the potential transgression in time for you to change your mind.", + "activation": "one-action] envision; Frequency once per day; Effect You ask for guidance about a particular course of action, gaining the effects of an augury spell." + }, + { + "name": "Phylactery of Faithfulness (Greater)", + "trait": "Divination, Divine, Invested", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=452", + "summary": "This tiny box holds a fragment of religious scripture sacred to a particular deity. The box is worn by affixing it to a leather cord and tying it around your head just above your brow. You don’t gain any benefit from the phylactery if you don’t worship the affiliated deity. The phylactery grants you religious wisdom, which manifests as a +2 item bonus to Religion checks. Just before you perform an action that would be anathema to the phylactery’s deity, the phylactery warns you of the potential transgression in time for you to change your mind.", + "activation": "one-action] envision; Frequency once per day; Effect You ask for guidance about a particular course of action, gaining the effects of an augury spell." + }, + { + "name": "Pickled Demon Tongue", + "trait": "Acid, Divine, Evocation, Spellheart, Uncommon", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2414", + "summary": "This small crystal vial contains the forked end of a demon's tongue, preserved in brine. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast 4th-level acidic burst." + }, + { + "name": "Pickled Demon Tongue (Greater)", + "trait": "Acid, Divine, Evocation, Spellheart, Uncommon", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2414", + "summary": "This small crystal vial contains the forked end of a demon's tongue, preserved in brine. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast 4th-level acidic burst." + }, + { + "name": "Pickled Demon Tongue (Major)", + "trait": "Acid, Divine, Evocation, Spellheart, Uncommon", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2414", + "summary": "This small crystal vial contains the forked end of a demon's tongue, preserved in brine. The spell attack roll of any spell cast by Activating this item is +7, and the spell DC is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast 4th-level acidic burst." + }, + { + "name": "Pickpocket's Tailoring", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1320", + "summary": "Pickpocket's tailoring modifies an existing outfit by adding concealed interior pockets and strategically opened seams for hiding small objects inside the lining. You gain a +1 item bonus to Stealth checks to Conceal an Object of light Bulk or less in the pockets. When you get a failure (but not a critical failure, which works as normal) on a Stealth check to Conceal such an Object, observers know you're concealing an object somewhere, but they don't find the object unless they succeed at a DC 20 Perception check to locate the seams in the garment." + }, + { + "name": "Piercing Horn", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3186", + "summary": "A beast's horn or horns have been grafted onto your skull. You gain a horn unarmed attack that deals 1d8 piercing damage. This horn is in the brawling group." + }, + { + "name": "Piercing Whistle Snare", + "trait": "Consumable, Mechanical, Rare, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1490", + "summary": "This snare forces air through several high-pitched, whistle-like pipes or reeds. The shrill noise can be heard clearly up to 2 miles away but is most intense near the snare's trigger. The snare deals 4d6 sonic damage (DC 22 basic Fortitude save) to creatures within 10 feet; a creature that fails this save is deafened for 1 round (1 hour on a critical failure). The triggering creature is deafened for 1 minute on a failure, or 1 hour on a critical failure." + }, + { + "name": "Piereta", + "trait": "Divine, Evocation, Intelligent, Unique", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=666", + "summary": "Piereta was a Knight of Ozem during the Shining Crusade, sworn to the service of Aroden's herald, Arazni. After Arazni perished at the hands of the Whispering Tyrant, Piereta became the first paladin to swear her service to the newly ascended goddess, Iomedae. 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 Iomedaean warriors since.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect Piereta casts a 9th-level field of life." + }, + { + "name": "Pig", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1688", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Pilferer's Gloves", + "trait": "Apex, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2141", + "summary": "Made of soft and subtle black leather, these gloves fit tightly but aren't uncomfortable and don't impede your sense of touch. As long as you're trained in Thievery while wearing these gloves, you're always considered one skill rank higher than your actual rank. If you possess a Legendary skill rank in Thievery, you gain a +2 item bonus to Thievery checks instead. When you invest the gloves, you either increase your Dexterity modifier by 1 or increase it to +4, whichever would give you a higher value.", + "activation": "reaction] (concentrate); Frequency once per day; Trigger You fail or critically fail a Thievery skill check; Effect If you failed the Thievery skill check, you succeed at that check instead. If you critically failed, you fail instead." + }, + { + "name": "Pinpoint Arrowhead", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3892", + "summary": "This metal arrowhead is sharp at the tip but never draws the blood of its user. When you attempt a ranged Strike with a weapon under the effect of a pinpoint arrowhead, you treat any cover the target has as one degree less (for example, treat standard cover as lesser cover, and lesser cover as no cover).", + "activation": "one-action] (manipulate)" + }, + { + "name": "Pinwheel", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1338", + "summary": "This paper and wood pinwheel spins when blown upon by a person or the wind." + }, + { + "name": "Pipe of Dancing Smoke", + "trait": "Conjuration, Fire, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2464", + "summary": "This ornate pipe is chiseled from a single bloodstone piece with wooden accents. When in use, the pipe gives off a vibrant red smoke that floats lazily in the air. These pipes are popular among bards and braggarts who like the ostentatious smoke it gives off—and who often use it to create raucous diversions or send indiscreet signals.", + "activation": "two-actions] Interact; Frequency once per day; Effect The smoke forms a bird that flies up to 120 feet in a direction of your choice. When it collides with a solid object or travels the full range, whichever is shorter, it explodes in a 20-foot burst of smoke with the effects of obscuring mist." + }, + { + "name": "Pipes of Compulsion", + "trait": "Coda, Occult, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "L", + "url": "/Equipment.aspx?ID=2269", + "summary": "These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn't function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, you gain a +1 item bonus to Diplomacy and Performance checks.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Pipes of Compulsion (Greater)", + "trait": "Coda, Occult, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "L", + "url": "/Equipment.aspx?ID=2269", + "summary": "These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn't function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, you gain a +1 item bonus to Diplomacy and Performance checks.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Pipes of Compulsion (Major)", + "trait": "Coda, Occult, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "L", + "url": "/Equipment.aspx?ID=2269", + "summary": "These panpipes are made of what seems to be beat-up tin bound by frayed leather and look like they shouldn't function at all, but in skilled hands they emit a beautiful sound that beguiles the senses. While playing the pipes, you gain a +1 item bonus to Diplomacy and Performance checks.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Pirate Staff", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2256", + "summary": "Carved of driftwood stained white with the salt of the sea, a pirate staff has jewels and gold pieces embedded in the wood. A skull and crossbones sit on top. When used as a weapon, the staff is a +2 striking fearsome staff. While wielding the staff, you gain a +2 circumstance bonus to Intimidation checks to Coerce.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Pistol Wand", + "trait": "Magical, Rare, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "1", + "url": "/Equipment.aspx?ID=3589", + "summary": "Used by gunwitches who want a bit more power each day, a pistol wand is a firearm that also contains an enfeeble spell that can be cast using the same rules as a wand. Many other variants exist with different 1st-rank spells. This +1 flintlock pistol has a reinforced stock permanently attached to it, and the pistol's potency rune (and any other runes) applies to Strikes with the stock as well.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast enfeeble." + }, + { + "name": "Piton", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2742", + "summary": "These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing." + }, + { + "name": "Planar Ribbon", + "trait": "Conjuration, Occult, Unique", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=670", + "summary": "By twisting and twirling this ordinary-looking leather ribbon, you can temporarily bend a rift in space. ", + "activation": "one-action] Interact; Frequency once per round; Effect You extend the ribbon to brush against a foe up to 60 feet away. If that creature fails a DC 42 Reflex save, you exchange positions with the target and all of that creature's allies are flat-footed to you until the end of your turn. This activation has the teleportation trait." + }, + { + "name": "Planar Shot", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Siege Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3874", + "summary": "Within each planar shot is a small gem magically linked to one of the following elemental planes: air (electricity), earth (acid), fire (fire), metal (electricity), water (cold), or wood (vitality), chosen when the shot is crafted. This gem shatters upon impact, dealing an additional 1d10 damage of the corresponding type. Any creature that critically fails its Reflex save also takes 1d10 persistent damage of the same type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Planar Skiff", + "trait": "Magical, Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=56", + "summary": "A planar skiff is a flat-bottomed ship designed to travel the Great Beyond. A wide variety of skiffs course the planes, with designs incorporating their home planes' fashions and materials. Their magical sails allow them to catch planar currents, and their wards protect travelers as they move across planar boundaries. To allow travel to multiple planes, a planar skiff can have multiple planar keys installed (including items like a cipher of the elemental planes). Installing or removing one takes 10 minutes. A planar skiff is typically built with one planar key from its plane of manufacture and a second for a destination plane." + }, + { + "name": "Planar Tunnel", + "trait": "Extradimensional, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2195", + "summary": "A complex, collapsible mechanism forms the outer surface of a planar tunnel. It’s linked to a passageway that can be accessed if the tunnel is fully opened. The passage is extradimensional, but borders another plane of existence. Each planar tunnel is keyed to one specific plane.", + "activation": "three-actions] (manipulate); Effect You open the collapsed mechanism to fully open the tunnel, revealing an extradimensional space that stays in place. The tunnel is 6 feet across—just big enough to cover a 5-foot square—and 10 feet deep. The passage’s depth is perpendicular to the surface, so it’s most commonly placed on a floor to make a hole straight down or on a wall to create a horizontal passage through it. The atmosphere is hospitable to travel even if the keyed plane wouldn’t be." + }, + { + "name": "Plasma Hype", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=782", + "summary": "A synthetic adrenaline supplement that increases awareness and reaction time. Plasma hype has been infused with a specific mixture of Numerian fluids and other alchemical reagents to improve upon the original hype formula.", + "activation": "one-action] Interact" + }, + { + "name": "Plated Duster", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1789", + "summary": "These loose-fitting long coats of canvas or leather are lined with metal plates, offering wearers respite from Alkenstar's dust storms and smog stains as well as modest protection against bullets and knives. While these dusters can't turn away gunfire entirely, their utility, affordability, and comfort ensure their popularity, especially among the city's shieldmarshals, who have adopted them as a sort of unofficial uniform. A plated duster can be donned with 2 Interact actions or as part of donning light armor. When worn with light armor from the cloth, leather, or chain groups, a plated duster increases the armor's item bonus to AC by 1, worsens the armor's check penalty by 1, reduces the armor's Dex cap by 1, increases the Strength score required to ignore the armor check penalty and Speed penalty by 2, adds the noisy trait, and changes the armor's group to composite. This also makes the armor one step heavier (from light to medium), and you use the proficiency bonus appropriate to this adjusted armor type. You can't use a plated duster alongside an armored skirt or any other item that adjusts an armor's statistics." + }, + { + "name": "Playing Cards", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=873", + "summary": "A standard deck of cards consists of 54 cards made from thick paper contained within a paper sleeve. The most common deck used for games and gambling is known as the Old Mage deck and features four suits themed with the four essences of magic, each with 13 cards, as well as two wildcards. The name and appearance of the deck varies from region to region, such as the Magician's Deck in Taldor or the Deck of Masks in the Shackles." + }, + { + "name": "Pocket Gala", + "trait": "Conjuration, Magical, Structure, Uncommon", + "item_category": "Structures", + "item_subcategory": "", + "bulk": "L when not activated", + "url": "/Equipment.aspx?ID=1382", + "summary": "This item appears to be a miniature stone replica of an aristocratic home or a simple castle. ", + "activation": "minutes) command, envision, Interact; Frequency once per day; Effect You place the figurine on the ground, and a harmonious note rings out as it grows into a spacious, elegant ballroom. The ballroom is 60 feet long, 45 feet wide, and features a ceiling that rises to a height of 20 feet. Elegant double doors on either end of the ballroom allow entry." + }, + { + "name": "Pocket Stage", + "trait": "Magical, Structure", + "item_category": "Structures", + "item_subcategory": "", + "bulk": "L (when not activated)", + "url": "/Equipment.aspx?ID=3028", + "summary": "This item appears to be a miniature replica of a theater. It includes a small pocket full of minute set dressing and costumed paper dolls. ", + "activation": "Play with Dolls 1 minute (concentrate, manipulate); Effect You place the miniature theater on the ground, filling it with any set dressing and up to six figures you choose. Then, you tap a rhythm on the miniature, causing it to grow into a modest stage 20 feet wide and 15 feet deep. It's dressed with the decorations you selected, and simple mannequins wear the costumes you chose. A wooden proscenium arch frames the stage, and simple curtains along the sides conceal the wings. As a magical structure, the stage has the structure trait." + }, + { + "name": "Pocket Watch", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1790", + "summary": "This timepiece is a marvel of clockwork and miniaturization; its gears, arbor, and mainspring are immaculately crafted and tuned to maximize precision and reduce time loss. This pocket watch has the properties of a clockwork dial, except it has a maximum duration of 24 hours and is available to characters from Alkenstar." + }, + { + "name": "Pocket Watch of Stethelos", + "trait": "Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3942", + "summary": "This brass pocket watch has an unusually complex winding mechanism, and the name inscribed on the back, as well as the numbers on the face, are written in a language no one can identify. Repeated use of the pocket watch attracts the attention of terrible creatures of the Dimension of Time.", + "activation": "Step Between the Ticks [two-actions] (manipulate); Frequency once per day; Effect You gain 3 actions, each of which must be immediately used to Leap, Stand, Step, or Stride. If you have an appropriate Speed, you can add Burrow, Climb, Fly, or Swim to this list. While you take these actions, time pauses. All other creatures are completely unaware of your actions, can’t speak, and can’t use any actions that would be triggered by your movements. While you’re taking these actions, you can’t take any other actions, including any that would be triggered by the move actions. Once the actions are complete, time starts again, and to onlookers, you seem to have suddenly teleported across the distance you traveled." + }, + { + "name": "Poison Barbs Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1512", + "summary": "You set several barbed animal spines or wooden stakes in the ground, each tipped with poison from a venomous animal or toxic plant. The snare deals 1d4 piercing damage to the first creature to enter its square (DC 15 basic Reflex save). On a failed save, several barbs lodge in the creature's feet. For 1 minute (or until a creature or an ally spends three Interact actions to remove the barbs), the barbs deal 1d4 poison damage to the creature each time it Strides more than half its Speed." + }, + { + "name": "Poison Concentrator (Greater)", + "trait": "Alchemical", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "L", + "url": "/Equipment.aspx?ID=1981", + "summary": "This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same infused alchemical poison, creating a single concentrated poison. The concentrated potion has a +1 item bonus to its DC, and its level is increased by 1." + }, + { + "name": "Poison Concentrator (Lesser)", + "trait": "Alchemical", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "L", + "url": "/Equipment.aspx?ID=1981", + "summary": "This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same infused alchemical poison, creating a single concentrated poison. The concentrated potion has a +1 item bonus to its DC, and its level is increased by 1." + }, + { + "name": "Poison Concentrator (Major)", + "trait": "Alchemical", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "L", + "url": "/Equipment.aspx?ID=1981", + "summary": "This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same infused alchemical poison, creating a single concentrated poison. The concentrated potion has a +1 item bonus to its DC, and its level is increased by 1." + }, + { + "name": "Poison Concentrator (Moderate)", + "trait": "Alchemical", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "L", + "url": "/Equipment.aspx?ID=1981", + "summary": "This compression apparatus can reduce two poisons into a more concentrated dose. As a 10-minute activity that has the manipulate trait, you can use a poison concentrator to combine two doses of the same infused alchemical poison, creating a single concentrated poison. The concentrated potion has a +1 item bonus to its DC, and its level is increased by 1." + }, + { + "name": "Poison Fizz (Greater)", + "trait": "Alchemical, Consumable, Lozenge", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1926", + "summary": "Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 hour, you have an item bonus to saving throws against poison and being petrified.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Poison Fizz (Lesser)", + "trait": "Alchemical, Consumable, Lozenge", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1926", + "summary": "Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 hour, you have an item bonus to saving throws against poison and being petrified.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Poison Fizz (Moderate)", + "trait": "Alchemical, Consumable, Lozenge", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1926", + "summary": "Made from a special mixture of honey and alchemical reagents, poison fizz is a zesty, sweet rock candy that pops and crackles in your mouth. For 1 hour, you have an item bonus to saving throws against poison and being petrified.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Poison Ring", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2448", + "summary": "This ring contains a compartment beneath the bezel intended to hold a small amount of poison. You can determine the ring's true purpose with a successful DC 20 Perception check. Noticing the compartment while the ring is being worn is more difficult and typically requires a successful Perception check against the Stealth DC of the person wearing the ring. You place poison within the ring using the same method for applying poison to a weapon. You can release the ring's poison or consume it using an Interact action if you have a free hand. The ring's compartment is large enough to hold an effective amount of most poisons, but it's too small to hold a significant amount of other liquids, including potions and magical oils." + }, + { + "name": "Poisoner's Staff", + "trait": "Conjuration, Magical, Necromancy, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=838", + "summary": "This gnarled staff is covered with thorns and coated with a glistening lacquer that acts as a minor irritant. While holding the staff, you aren't affected by its coating or thorns, and you reduce the DC of your flat checks to overcome persistent poison damage.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Poisoner's Staff (Greater)", + "trait": "Conjuration, Magical, Necromancy, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=838", + "summary": "This gnarled staff is covered with thorns and coated with a glistening lacquer that acts as a minor irritant. While holding the staff, you aren't affected by its coating or thorns, and you reduce the DC of your flat checks to overcome persistent poison damage.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Poisoner's Staff (Major)", + "trait": "Conjuration, Magical, Necromancy, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=838", + "summary": "This gnarled staff is covered with thorns and coated with a glistening lacquer that acts as a minor irritant. While holding the staff, you aren't affected by its coating or thorns, and you reduce the DC of your flat checks to overcome persistent poison damage.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Poisonous Cloak Type I", + "trait": "Cursed, Invested, Magical, Rare, Transmutation", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=606", + "summary": "This innocuous-looking cloak is associated with a type of poison, set at the cloak’s creation. It often appears as a clandestine cloak or a cloak of the bat to the unaware. When you invest this cloak, you lose any resistance to poison damage, and anytime you take piercing or slashing damage in combat, you are exposed to the type of poison associated with the poisonous cloak with no onset, even if it’s not an injury poison. Once the curse has activated for the first time, the cloak fuses to you." + }, + { + "name": "Poisonous Cloak Type II", + "trait": "Cursed, Invested, Magical, Rare, Transmutation", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=606", + "summary": "This innocuous-looking cloak is associated with a type of poison, set at the cloak’s creation. It often appears as a clandestine cloak or a cloak of the bat to the unaware. When you invest this cloak, you lose any resistance to poison damage, and anytime you take piercing or slashing damage in combat, you are exposed to the type of poison associated with the poisonous cloak with no onset, even if it’s not an injury poison. Once the curse has activated for the first time, the cloak fuses to you." + }, + { + "name": "Poisonous Cloak Type III", + "trait": "Cursed, Invested, Magical, Rare, Transmutation", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=606", + "summary": "This innocuous-looking cloak is associated with a type of poison, set at the cloak’s creation. It often appears as a clandestine cloak or a cloak of the bat to the unaware. When you invest this cloak, you lose any resistance to poison damage, and anytime you take piercing or slashing damage in combat, you are exposed to the type of poison associated with the poisonous cloak with no onset, even if it’s not an injury poison. Once the curse has activated for the first time, the cloak fuses to you." + }, + { + "name": "Poisonous Cloak Type IV", + "trait": "Cursed, Invested, Magical, Rare, Transmutation", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=606", + "summary": "This innocuous-looking cloak is associated with a type of poison, set at the cloak’s creation. It often appears as a clandestine cloak or a cloak of the bat to the unaware. When you invest this cloak, you lose any resistance to poison damage, and anytime you take piercing or slashing damage in combat, you are exposed to the type of poison associated with the poisonous cloak with no onset, even if it’s not an injury poison. Once the curse has activated for the first time, the cloak fuses to you." + }, + { + "name": "Polar Travel Kit", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "4", + "url": "/Equipment.aspx?ID=2426", + "summary": "A polar travel kit costs 30 gp and is 4 Bulk. Each kit includes a bedroll, a climbing kit, a compass, a small knife, a repair kit, a short shovel, a short saw for cutting ice, a set of skis and poles, a pair of snow goggles, a pair of snowshoes, a spyglass, twenty tindertwigs, and two sets of winter clothing." + }, + { + "name": "Polished Demon Horn", + "trait": "Divine, Enchantment, Spellheart, Uncommon", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2415", + "summary": "This spellheart is fashioned from the tip of a demon's horn that's been polished until smooth and shiny. The spell DC of any spell cast by Activating this item is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast outcast's curse." + }, + { + "name": "Polished Demon Horn (Greater)", + "trait": "Divine, Enchantment, Spellheart, Uncommon", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2415", + "summary": "This spellheart is fashioned from the tip of a demon's horn that's been polished until smooth and shiny. The spell DC of any spell cast by Activating this item is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast outcast's curse." + }, + { + "name": "Polished Demon Horn (Major)", + "trait": "Divine, Enchantment, Spellheart, Uncommon", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2415", + "summary": "This spellheart is fashioned from the tip of a demon's horn that's been polished until smooth and shiny. The spell DC of any spell cast by Activating this item is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast outcast's curse." + }, + { + "name": "Political Favor (Major)", + "trait": "Uncommon", + "item_category": "Services", + "item_subcategory": "Secret Society Membership Services", + "bulk": "", + "url": "/Equipment.aspx?ID=1634", + "summary": "For many, the allure of being in a secret society is the chance to place their hands on the levers of power in government. Members can rub elbows with the great and good, introduce themselves to politicians and powerbrokers, and form bonds through shared allegiances unavailable to the common rabble. They can lean on those connections for a favor, some little trifle that might matter a great deal to them." + }, + { + "name": "Political Favor (Minor)", + "trait": "Uncommon", + "item_category": "Services", + "item_subcategory": "Secret Society Membership Services", + "bulk": "", + "url": "/Equipment.aspx?ID=1634", + "summary": "For many, the allure of being in a secret society is the chance to place their hands on the levers of power in government. Members can rub elbows with the great and good, introduce themselves to politicians and powerbrokers, and form bonds through shared allegiances unavailable to the common rabble. They can lean on those connections for a favor, some little trifle that might matter a great deal to them." + }, + { + "name": "Political Favor (Moderate)", + "trait": "Uncommon", + "item_category": "Services", + "item_subcategory": "Secret Society Membership Services", + "bulk": "", + "url": "/Equipment.aspx?ID=1634", + "summary": "For many, the allure of being in a secret society is the chance to place their hands on the levers of power in government. Members can rub elbows with the great and good, introduce themselves to politicians and powerbrokers, and form bonds through shared allegiances unavailable to the common rabble. They can lean on those connections for a favor, some little trifle that might matter a great deal to them." + }, + { + "name": "Pontoon", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2301", + "summary": "Footwear with pontoon runes allows you to traverse waterways with ease. While wearing footwear with the rune, you can walk on the surface of water and other liquids without falling through. This offers no protection against damage the liquid deals. You can go under the liquid's surface, but you must Swim if you do." + }, + { + "name": "Popdust", + "trait": "Alchemical, Consumable, Sonic, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1339", + "summary": "You can sprinkle popdust in an empty square adjacent to you. The first creature that applies pressure to the popdust, such as by moving into that square, causes it to emit a series of thunderous cracks.", + "activation": "one-action] Interact" + }, + { + "name": "Poracha Fulu", + "trait": "Consumable, Fulu, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2040", + "summary": "Folklore from near the Forest of Spirits tells of the origin of the poracha fulu. Once, a traveler saved an eight-legged feline who turned out to be a poracha prince. In return, the prince gave the traveler a fulu that later prevented a fast-acting poison from slaying them. Traditionally, one wears a string of up to nine poracha fulus, which counts as one talisman. Each time you take persistent damage, one poracha fulu affixed to you negates the damage and crumbles to dust. This response is automatic, but you can use a free action (envision) to prevent your fulus from responding. If you do, any poracha fulus affixed to you never respond to that persistent damage." + }, + { + "name": "Portable", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1835", + "summary": "This rune allows your armor to collapse into a disguised, portable form. ", + "activation": "three-actions] (concentrate, manipulate); Effect You doff your armor, which folds into another wearable object, such as a bangle or amulet with light Bulk. This wearable object has features that hint at the armor it hides. You aren't wearing the armor while it's in this form, but at the GM's discretion, you can still activate properties that might feasibly come from the wearable item the armor has become. If the armor is in its portable form, you can use this activation to revert it to armor, which you can don in 1 minute." + }, + { + "name": "Portable Altar", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=1557", + "summary": "This travel-ready kit contains a small altar featuring a deity's iconography. The altar's top can be lifted to reveal a compartment for materials of no more than light Bulk (such as candles, incense, oils, and small texts). The altar grants a +1 item bonus to checks made to conduct religious rites using Performance or Religion." + }, + { + "name": "Portable Animal Blind", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3242", + "summary": "Simple blinds consist of a series of poles with a cloth to cover them. The cloth covering is styled to represent the natural surroundings such as green and brown leaf and wood patterns for forests, or gray rocks for underground environments. This cloth is either sheer enough to be seen through on one side, or sometimes has small slits cut in it, allowing someone behind it to see what is going on outside while remaining hidden. While not the most convincing camouflage, it's good enough to fool many animals and creatures with lower intelligence." + }, + { + "name": "Portable Gaming Hall", + "trait": "Conjuration, Magical, Structure, Uncommon", + "item_category": "Structures", + "item_subcategory": "", + "bulk": "L when not activated", + "url": "/Equipment.aspx?ID=1275", + "summary": "A portable gaming hall resembles a miniature roulette wheel, except it's marked with indecipherable runes, not numbers. ", + "activation": "minute) command, envision, Interact; Effect The wheel grows into a circular room 30 feet in diameter, with a door on one side. Six chairs surround a circular table, 10 feet in diameter. The underside of the table contains retractable drawers full of dice, harrow cards, game pieces, and other gambling accouterments. A gallon of ale or a similar drink with a spigot near the bottom hangs on the door, replenishing to a full gallon each day; you can also bring in your own drinks if you require more than the gaming hall provides." + }, + { + "name": "Portable Inspiring Spotlight", + "trait": "Light, Magical, Rare", + "item_category": "Other", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=3531", + "summary": "An inspiring spotlight consists of a drum-shaped metal housing around several reflective plates. It has the capacity to cast a powerful, narrow beam of light to illuminate important moments or characters on stage. The portable version consists of an 18-inch-diameter lamp on a tripod that can be set up or broken down over the course of 10 minutes. The mounted version is typically 3 feet in diameter and affixed to a bracket above and behind the audience for indoor performances.", + "activation": "Light It Up [one-action] (light, manipulate); Frequency once per hour; Effect The inspiring spotlight emits a 5-foot burst of bright magical light within 120 feet. If the burst intersects with an area of magical darkness, the inspiring spotlight attempts to counteract the darkness with a +17 modifier. Creatures within the burst gain a +1 item bonus to saving throws and Charisma-based skill checks. The spotlight remains lit for 1 minute or until you Interact to turn it off. During this time any creature adjacent to the spotlight can move the burst up to 20 feet from the burst’s original position with an Interact action." + }, + { + "name": "Portable Ram", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=1398", + "summary": "A portable ram is a handheld, ironshod wooden beam designed to knock open doors, gates, and other similar obstacles. You gain a +1 item bonus to checks to Force Open these obstacles." + }, + { + "name": "Portable Ram (Reinforced)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=1398", + "summary": "A portable ram is a handheld, ironshod wooden beam designed to knock open doors, gates, and other similar obstacles. You gain a +1 item bonus to checks to Force Open these obstacles." + }, + { + "name": "Portable Weapon Mount (Monopod)", + "trait": "Uncommon", + "item_category": "Customizations", + "item_subcategory": "Stabilizers", + "bulk": "1", + "url": "/Equipment.aspx?ID=1219", + "summary": "Monopods are lighter and can be deployed with a single hand using the same action as drawing the firearm. They still require an Interact action to retrieve. Monopods are less stable than a tripod, and firing a kickback weapon from a monopod without the necessary Strength reduces the penalty to a –1 circumstance penalty instead of removing it entirely." + }, + { + "name": "Portable Weapon Mount (Tripod, Shielded)", + "trait": "Uncommon", + "item_category": "Customizations", + "item_subcategory": "Stabilizers", + "bulk": "5", + "url": "/Equipment.aspx?ID=1219", + "summary": "A shielded tripod resembles a squat shield on a tripod. You can deploy and retrieve a shielded tripod with an Interact action, as normal, but while a shielded tripod is in your square, you can use the Take Cover action to gain standard cover behind the tripod's shield. You can't use this cover to Hide or Sneak, as normal for times when your cover still leaves your position obvious." + }, + { + "name": "Possibility Tome", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3029", + "summary": "An array of semiprecious stones is set into the ornate silver and beaten copper cover of this thick and weighty tome. If you open the book before it's been activated, its vellum pages are blank and pristine, but once activated, words dance and swim onto the pages before your eyes.", + "activation": "Skim 10 minutes (concentrate, manipulate); Effect As you flip through the book, you think about a broad topic you want to know more about. Choose one skill: Arcana, Crafting, Medicine, Nature, Occultism, Religion, Society, or a single subcategory of Lore. The book's pages fill with information about that skill, though only you can see the information. While the pages are full, you can spend an Interact action perusing the book just before attempting a check to Recall Knowledge with the chosen skill. This grants you a +3 item bonus to the check, and if you roll a critical failure, you get a failure instead. The information within the book disappears after 24 hours or when the tome is activated again." + }, + { + "name": "Potency Crystal", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2989", + "summary": "This fluorite crystal glows with a strange phosphorescence. When you activate the crystal, the weapon becomes a +1 striking weapon on the Strike and until the end of this turn, gaining a +1 item bonus to the attack roll and increasing the damage to two weapon damage dice.", + "activation": "free-action] (concentrate); Trigger You make an attack with the affixed weapon, but you haven't rolled yet" + }, + { + "name": "Potency Crystal (Greater)", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2989", + "summary": "This fluorite crystal glows with a strange phosphorescence. When you activate the crystal, the weapon becomes a +1 striking weapon on the Strike and until the end of this turn, gaining a +1 item bonus to the attack roll and increasing the damage to two weapon damage dice.", + "activation": "free-action] (concentrate); Trigger You make an attack with the affixed weapon, but you haven't rolled yet" + }, + { + "name": "Potency Crystal (Major)", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2989", + "summary": "This fluorite crystal glows with a strange phosphorescence. When you activate the crystal, the weapon becomes a +1 striking weapon on the Strike and until the end of this turn, gaining a +1 item bonus to the attack roll and increasing the damage to two weapon damage dice.", + "activation": "free-action] (concentrate); Trigger You make an attack with the affixed weapon, but you haven't rolled yet" + }, + { + "name": "Potion of Annulment (Greater)", + "trait": "Abjuration, Consumable, Magical, Potion, Rare", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=1711", + "summary": "A potion of annulment magically breaks a supernatural deal you have made, such as an infernal contract (Bestiary 90), a sea hag's bargain, or the geas ritual.", + "activation": "one-action] Interact" + }, + { + "name": "Potion of Annulment (Lesser)", + "trait": "Abjuration, Consumable, Magical, Potion, Rare", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=1711", + "summary": "A potion of annulment magically breaks a supernatural deal you have made, such as an infernal contract (Bestiary 90), a sea hag's bargain, or the geas ritual.", + "activation": "one-action] Interact" + }, + { + "name": "Potion of Annulment (Moderate)", + "trait": "Abjuration, Consumable, Magical, Potion, Rare", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=1711", + "summary": "A potion of annulment magically breaks a supernatural deal you have made, such as an infernal contract (Bestiary 90), a sea hag's bargain, or the geas ritual.", + "activation": "one-action] Interact" + }, + { + "name": "Potion of Disguise (Greater)", + "trait": "Consumable, Magical, Polymorph, Potion, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=3402", + "summary": "Upon imbibing this potion, you take on the appearance of a specific type of creature for 2d12 hours. The type of creature is determined when the potion is created. For example, you might have a potion of elf disguise or potion of frog disguise. Drinking the potion doesn't impart the knowledge of how long the effect lasts; the GM rolls the duration in secret.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Disguise (Lesser)", + "trait": "Consumable, Magical, Polymorph, Potion, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=3402", + "summary": "Upon imbibing this potion, you take on the appearance of a specific type of creature for 2d12 hours. The type of creature is determined when the potion is created. For example, you might have a potion of elf disguise or potion of frog disguise. Drinking the potion doesn't impart the knowledge of how long the effect lasts; the GM rolls the duration in secret.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Disguise (Moderate)", + "trait": "Consumable, Magical, Polymorph, Potion, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=3402", + "summary": "Upon imbibing this potion, you take on the appearance of a specific type of creature for 2d12 hours. The type of creature is determined when the potion is created. For example, you might have a potion of elf disguise or potion of frog disguise. Drinking the potion doesn't impart the knowledge of how long the effect lasts; the GM rolls the duration in secret.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Emergency Escape", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=3403", + "summary": "The stopper for a potion of emergency escape is crafted to easily snap open in dire circumstances. When you drink this potion, for 1 minute you become fleeing from all hostile creatures you’re aware of. You gain a +40-foot status bonus to all Speeds as long as this fleeing condition lasts. You immediately Stride.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Flying", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2948", + "summary": "Upon drinking this effervescent concoction, you gain a fly Speed of 40 feet for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Flying (Greater)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2948", + "summary": "Upon drinking this effervescent concoction, you gain a fly Speed of 40 feet for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Grounding", + "trait": "Abjuration, Consumable, Electricity, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=1027", + "summary": "Sparks flash within this amber syrup. Drinking this potion turns you into a living lightning rod for 1 minute, drawing nearby electricity to strike you instead of allies. You gain the following reaction while the effect lasts.", + "activation": "one-action] Interact" + }, + { + "name": "Potion of Leaping", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2949", + "summary": "For 1 minute after you drink this fizzy potion, whenever you Leap, you gain the effect of the 1st-rank jump spell.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Minute Echoes", + "trait": "Consumable, Divination, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=1028", + "summary": "No matter how carefully you open this bottle, it always lets out an audible, echoing pop. For 1 minute after drinking this potion, you gain a +2 status bonus to Perception checks to hear. In addition, each time you Seek, your hearing becomes a precise sense until the beginning of your next turn, allowing you to pinpoint creatures' locations and otherwise perceive the world in detail by listening to the sound of echoes.", + "activation": "one-action] Interact" + }, + { + "name": "Potion of Passing Fancy", + "trait": "Consumable, Magical, Potion, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=3637", + "summary": "A lesser variant of the serum of sex shift with some interesting quirks, a potion of passing fancy is a staple of Arshean artisans, and most temples keep at least a few doses at hand. Upon drinking the potion, your appearance changes, taking on different sex characteristics in line with another gender expression. You have little control over the details of the change, but it lines up with your deepest heartfelt ideal. More importantly, unlike the serum of sex shift, a potion of passing fancy doesn’t impart the “family resemblance” effect; thus, a drinker too shy or afraid of being recognized to publicly express another gender as themself can experience the change more anonymously.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Quickness", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2950", + "summary": "Drinking this silver potion grants you the effects of haste for 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Resistance (Greater)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2951", + "summary": "Drinking this thick, fortifying potion grants resistance against a single damage type for 1 hour. Each potion of resistance is created to defend against acid, cold, electricity, fire, or sonic damage (and is called a lesser potion of fire resistance or the like).", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Resistance (Lesser)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2951", + "summary": "Drinking this thick, fortifying potion grants resistance against a single damage type for 1 hour. Each potion of resistance is created to defend against acid, cold, electricity, fire, or sonic damage (and is called a lesser potion of fire resistance or the like).", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Resistance (Moderate)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2951", + "summary": "Drinking this thick, fortifying potion grants resistance against a single damage type for 1 hour. Each potion of resistance is created to defend against acid, cold, electricity, fire, or sonic damage (and is called a lesser potion of fire resistance or the like).", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Retaliation (Greater)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=3404", + "summary": "A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer of the energy it contains. For 1 minute after drinking a potion of retaliation, you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon Strike.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Retaliation (Lesser)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=3404", + "summary": "A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer of the energy it contains. For 1 minute after drinking a potion of retaliation, you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon Strike.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Retaliation (Major)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=3404", + "summary": "A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer of the energy it contains. For 1 minute after drinking a potion of retaliation, you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon Strike.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Retaliation (Minor)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=3404", + "summary": "A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer of the energy it contains. For 1 minute after drinking a potion of retaliation, you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon Strike.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Retaliation (Moderate)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=3404", + "summary": "A potion of retaliation is available in four varieties—acid, cold, electricity, and fire—each with a faint shimmer of the energy it contains. For 1 minute after drinking a potion of retaliation, you glow with a faint aura of that energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes damage of that type. The moderate, greater, and major versions also damage an adjacent creature that hits you with a melee weapon Strike.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Shared Life", + "trait": "Consumable, Magical, Necromancy, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=1030", + "summary": "Two swirling liquids fill this flask, each slightly distinct in color and brightness from the other. When you drink this potion, you consume only half of the contents. If another willing creature consumes the remainder of the contents within 1 minute, your vitalities become linked for 1 minute from the moment the second one of you drinks. The two of you share breath, so as long as you're within 60 feet of one another, neither of you can begin suffocating unless you're both suffocating. You both gain the following reaction.", + "activation": "one-action] Interact" + }, + { + "name": "Potion of Shared Memories", + "trait": "Consumable, Magical, Mental, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2952", + "summary": "A potion of shared memories can transfer recollections from one creature to another. To place a memory in the potion, you must hold the vial and focus on a particular memory for 1 minute. This memory must be of a single event, location, person, or otherwise encompass a span of about 1 minute. The clear fluid takes on a shimmering hue reminiscent of the stored memory and gains a slightly sweet taste.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Stable Form", + "trait": "Abjuration, Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=1029", + "summary": "This aromatic potion is brewed from the white flowers and black roots of the magical herb moly. When you drink this potion, it immediately attempts to counteract all hostile transmutation effects affecting you. For the next hour, you gain an item bonus against transmutation effects, which is greater against polymorph effects. If you roll a success against a polymorph effect during that time, you get a critical success instead.", + "activation": "one-action] Interact" + }, + { + "name": "Potion of Stable Form (Greater)", + "trait": "Abjuration, Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=1029", + "summary": "This aromatic potion is brewed from the white flowers and black roots of the magical herb moly. When you drink this potion, it immediately attempts to counteract all hostile transmutation effects affecting you. For the next hour, you gain an item bonus against transmutation effects, which is greater against polymorph effects. If you roll a success against a polymorph effect during that time, you get a critical success instead.", + "activation": "one-action] Interact" + }, + { + "name": "Potion of Swimming", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2953", + "summary": "This potion tastes like salt water, and sandy grit settles at the bottom of its container. When you drink it, you gain a swim Speed equal to your land Speed for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Swimming (Greater)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2953", + "summary": "This potion tastes like salt water, and sandy grit settles at the bottom of its container. When you drink it, you gain a swim Speed equal to your land Speed for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Truespeech", + "trait": "Consumable, Magical, Potion, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2954", + "summary": "This sour potion enlivens your tongue with unusual flavors and uncommon eloquence, allowing you to speak and understand all languages for 4 hours after you drink it. This doesn't allow you to read these languages in their written form.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Undetectability", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2955", + "summary": "Drinking this dull-black liquid makes you undetectable to detection effects. This grants the same effects as hidden mind but without the bonus against mental effects. You also gain the effects of a 4th-rank invisibility spell, which protects against see the unseen spells of 8th rank and lower and has a DC of 36 against truesight. The potion's effects last for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion of Water Breathing", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2956", + "summary": "This filmy, gray potion reeks of ocean detritus and tastes even worse. After drinking this potion, you gain the effects of a 2nd- rank water breathing spell for 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Potion Patch (Greater)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=2123", + "summary": "A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the manipulate trait. A patch has a maximum level of potion it can absorb, depending on the patch's type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch's magic is negated after it's used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first.", + "activation": "one-action] (concentrate); Requirements You must have the potion patch affixed to your skin." + }, + { + "name": "Potion Patch (Lesser)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=2123", + "summary": "A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the manipulate trait. A patch has a maximum level of potion it can absorb, depending on the patch's type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch's magic is negated after it's used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first.", + "activation": "one-action] (concentrate); Requirements You must have the potion patch affixed to your skin." + }, + { + "name": "Potion Patch (Moderate)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2123", + "summary": "A potion patch is a sticky, bandage-like pad that can be filled with one potion and affixed to the skin. Filling the patch and affixing it is a 1-minute activity that takes two hands and has the manipulate trait. A patch has a maximum level of potion it can absorb, depending on the patch's type. When you Activate the patch, the potion affects you without you needing to have the potion in your hand. The patch's magic is negated after it's used, the next time you make your daily preparations, or when another potion patch is affixed to you, whichever comes first.", + "activation": "one-action] (concentrate); Requirements You must have the potion patch affixed to your skin." + }, + { + "name": "Powder", + "trait": "Consumable", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1399", + "summary": "A bag of powder contains powdered chalk, flour, or similar materials. In addition to other uses for powder, it can be handy while adventuring to help pinpoint invisible creatures. You can throw the powder into an adjacent square as an Interact action. If there's a creature in that square, it becomes temporarily observed until the end of your turn, though the creature still has concealment due to invisibility. The powder quickly falls away or becomes invisible itself, preventing you from tracking the creature indefinitely." + }, + { + "name": "Powered Full Plate", + "trait": "Alchemical, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "4", + "url": "/Equipment.aspx?ID=1982", + "summary": "Stasian actuators help the limbs of this full plate move of their own accord, as long as they’re supplied with power. A chamber in the chest plate can hold a single bottled lightning, which takes 3 Interact actions to install.", + "activation": "one-action] (manipulate); Requirements A bottled lightning is installed in the shield; Effect The armor powers up for 10 minutes. While it’s powered up, add the bottled lightning’s item bonus to your Athletics checks to Force Open, High Jump, Long Jump, and Shove. The armor’s Strength requirement is lowered by 1, or by 2 if the loaded bottled lightning’s item bonus to attack rolls is +3 or higher. The armor’s normal penalties still apply, based on this altered Strength. The activation uses up the bottled lightning, and the armor can’t be activated again until a new one is installed." + }, + { + "name": "Practice Targets", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1205", + "summary": "While gunslingers have many methods for practicing their aim, these sturdy paper targets are excellent for tracking a gunslinger's progress over time, keeping score of how close they came to hitting the most vital spots. These targets are also used in situations where more detailed accuracy must be recorded, such as firearm competitions. Practice targets can appear in many shapes and sizes and usually come in packs of 10 held in protective cases made of heavy cloth or light leather." + }, + { + "name": "Prankster's Perpetual Pieplate", + "trait": "Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3577", + "summary": "Although the simple pies that fill this glass plate every minute are edible, they don’t last long enough to sate hunger or provide any real nutritive value. Instead, they can be magically guided at targets, unleashed harmlessly by even the most uncoordinated child.", + "activation": "Project Pastry [one-action] (manipulate); Frequency once per minute; Effect You magically hurl the pie at a creature within 30 feet. Unless the target succeeds at a DC 15 Reflex save, they're splattered with a harmless but tasty mess, which remains until it is wiped away with an Interact action or is otherwise cleaned off (like if the target is submerged in water). After a minute, the mess disappears, and the pieplate refills with another kind of pie." + }, + { + "name": "Praying Mantis", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1689", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Predator's Claw", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2990", + "summary": "This claw set in an iron clasp and chain is usually that of a large predator. When you activate the claw, the triggering attack gains the weapon's critical specialization effect.", + "activation": "free-action] (concentrate); Trigger You critically succeed at an attack roll with the affixed weapon." + }, + { + "name": "Predictable Silver Piece", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3418", + "summary": "This seemingly unremarkable, weathered silver coin bears the bust of an unnamed monarch on the face and a majestic bird on the tail. You can toss the coin without activating it, in which case it follows the normal laws of probability.", + "activation": "Cheat Fate [one-action] (manipulate); Effect You rub your thumb on one side of the coin with the intent of slightly tweaking the strands of fate, then flip the coin into the air in a coin toss. No matter how the toss is resolved—letting the coin fall to the ground, slapping it down on the back of your hand, or catching it on your open palm—it always lands with the side you rubbed face up." + }, + { + "name": "Presentable", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1389", + "summary": "A garment with this rune is always clean, as though it had just been affected by prestidigitation. You gain a +1 item bonus to Make an Impression on those who would be impressed by a particular presentable outfit while wearing this garment.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You cast suggestion." + }, + { + "name": "Presentable (Greater)", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1389", + "summary": "A garment with this rune is always clean, as though it had just been affected by prestidigitation. You gain a +1 item bonus to Make an Impression on those who would be impressed by a particular presentable outfit while wearing this garment.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You cast suggestion." + }, + { + "name": "Preserved Moonflower", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=3457", + "summary": "Though these preserved vegetables aren't actual moonflowers, they're made using a moonflower-distilled vinegar. When consumed, tendrils sprout from your veins and curl around you, granting you a +2 status bonus to saves against void effects for 10 minutes and reducing your wounded condition by up to 2. Eating more than one preserved moonflower dish in a day doesn't grant further benefits and makes you drained 1.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Preserving", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2302", + "summary": "Preserving runes are common among merchants and other travelers who are on the road for weeks or months at a time. Any non-magical food and drink inside a container with a preserving rune remains fresher for longer, taking ten times as long to spoil. This feature doesn't prolong the duration of alchemical items.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect The container casts cleanse cuisine on all the food and drink within." + }, + { + "name": "Preserving (Greater)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2302", + "summary": "Preserving runes are common among merchants and other travelers who are on the road for weeks or months at a time. Any non-magical food and drink inside a container with a preserving rune remains fresher for longer, taking ten times as long to spoil. This feature doesn't prolong the duration of alchemical items.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect The container casts cleanse cuisine on all the food and drink within." + }, + { + "name": "Preserving Shot", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3865", + "summary": "Resembling a large salt crystal, preserving shots are made to allow troops to more easily hunt for food on long marches. When a large or smaller animal is killed by a preserving shot, the meat is magically transformed into jerky, salt pork, or some other preserved form appropriate for the animal, allowing the hunter to quickly butcher it and resume their march without the need to smoke or cure the meat.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Pressure Bomb (Greater)", + "trait": "Alchemical, Bomb, Consumable, Force, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1460", + "summary": "This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A pressure bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is knocked prone. Many types grant an item bonus to attack rolls, and more powerful pressure bombs can knock creatures back.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d4 bludgeoning damage and 3 bludgeoning splash damage. Medium or smaller targets are pushed …" + }, + { + "name": "Pressure Bomb (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Force, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1460", + "summary": "This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A pressure bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is knocked prone. Many types grant an item bonus to attack rolls, and more powerful pressure bombs can knock creatures back.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d4 bludgeoning damage and 1 bludgeoning splash damage. Tiny or smaller targets are pushed 5 feet away from you." + }, + { + "name": "Pressure Bomb (Major)", + "trait": "Alchemical, Bomb, Consumable, Force, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1460", + "summary": "This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A pressure bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is knocked prone. Many types grant an item bonus to attack rolls, and more powerful pressure bombs can knock creatures back.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d4 bludgeoning damage and 4 bludgeoning splash damage. Medium or smaller creatures who take …" + }, + { + "name": "Pressure Bomb (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Force, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1460", + "summary": "This tightly sealed metal container is filled with highly pressurized gas that can explode to release a powerful shockwave. A pressure bomb deals the listed bludgeoning damage and splash damage. On a critical hit, the target is knocked prone. Many types grant an item bonus to attack rolls, and more powerful pressure bombs can knock creatures back.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d4 bludgeoning damage and 2 bludgeoning splash damage. Small or smaller targets are pushed …" + }, + { + "name": "Prey Mutagen (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2672", + "summary": "A mixture of fey blood and rare ingredients give you incredible speed but also cause you to become particularly attractive to predators.", + "activation": "one-action] Interact" + }, + { + "name": "Prey Mutagen (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2672", + "summary": "A mixture of fey blood and rare ingredients give you incredible speed but also cause you to become particularly attractive to predators.", + "activation": "one-action] Interact" + }, + { + "name": "Prey Mutagen (Major)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2672", + "summary": "A mixture of fey blood and rare ingredients give you incredible speed but also cause you to become particularly attractive to predators.", + "activation": "one-action] Interact" + }, + { + "name": "Prey Mutagen (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2672", + "summary": "A mixture of fey blood and rare ingredients give you incredible speed but also cause you to become particularly attractive to predators.", + "activation": "one-action] Interact" + }, + { + "name": "Primal Pollen", + "trait": "Consumable, Inhaled, Magical, Poison, Primal", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3715", + "summary": "This magical flower immediately grows and blooms when planted, showering the area with intoxicating pollen. Insects take a –4 penalty on Fortitude saves to resist this poison.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Primal Scroll Case of Simplicity", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=525", + "summary": "The four different types of scroll cases of simplicity often bear adornments appropriate to their magical tradition, such as angelic wings or otherworldly lettering. On the inside, intricate runic diagrams spiral out to surround the scroll stored within. A scroll placed within the case can be converted into energy to cast consistently useful spells depending on its type. You must be able to cast spells of a given tradition to use a scroll case of simplicity of a corresponding type.", + "activation": "one-action] Interact; Requirements The scroll case contains a single scroll of a 1st-level spell; Effect You transfer the scroll’s energy into the scroll case, consuming the scroll, and you can immediately begin casting one of the scroll case’s spells. If you use any action other than to Cast a Spell from the scroll case after activating the scroll case of simplicity, the scroll and its energy are lost." + }, + { + "name": "Primal Symbol", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2743", + "summary": "Primal spellcasters, especially druids, often wear adornments of natural materials to symbolize their connection to nature, such as rings of woven plants, tokens made from animal parts, or other symbols related to a druidic order or nature philosophy." + }, + { + "name": "Primeval Mistletoe", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3100", + "summary": "This sprig of berry-festooned holly and mistletoe doesn't wilt or rot. It can be used as a primal locus, and it grants a +1 item bonus to Nature checks while you wear it.", + "activation": "Cultivate [two-actions] (manipulate); Frequency once per day; Effect You plant the greater primeval mistletoe into an area of natural earth or stone. Once planted, the plant immediately sprouts into an area of holly bushes that don't impede movement and that pulse with vitality energy, replicating the effects of a field of life spell. You can Sustain the activation up to 1 minute. When this magic ends, the holly bushes revert back into the original greater primeval mistletoe." + }, + { + "name": "Primeval Mistletoe (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3100", + "summary": "This sprig of berry-festooned holly and mistletoe doesn't wilt or rot. It can be used as a primal locus, and it grants a +1 item bonus to Nature checks while you wear it.", + "activation": "Cultivate [two-actions] (manipulate); Frequency once per day; Effect You plant the greater primeval mistletoe into an area of natural earth or stone. Once planted, the plant immediately sprouts into an area of holly bushes that don't impede movement and that pulse with vitality energy, replicating the effects of a field of life spell. You can Sustain the activation up to 1 minute. When this magic ends, the holly bushes revert back into the original greater primeval mistletoe." + }, + { + "name": "Primordial Flame", + "trait": "Artifact, Cursed, Evocation, Fire, Light, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1513", + "summary": "Created by the Kellid goddess Sister Cinder to lead her believers out of the Age of Darkness, this hand-held lamp is constructed from animal bone, hide, and sinew, and it contains an eternal flame that requires neither fuel nor oxygen to burn. The lamp's flame can be covered or hidden, but it can't be smothered or quenched. While uncovered, the Primordial Flame sheds bright light in a 100-foot radius (and dim light for the next 100 feet). If the light passes through an area of magical darkness or targets a creature affected by magical darkness, the Primordial Flame attempts to counteract the darkness with a counteract level of 10 and a counteract modifier of +35.", + "activation": "two-actions] command, Interact; Effect The Primordial Flame casts a 5th-level produce flame spell. If you can cast spells higher than 5th level, the Primordial Flame automatically heightens produce flame to half your level rounded up." + }, + { + "name": "Printing Press", + "trait": "Clockwork, Rare", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "20", + "url": "/Equipment.aspx?ID=1156", + "summary": "The printing press is a revolutionary machine that combines movable type with a mechanical inking system and screw press, allowing for the mass production of large volumes of text. Using the press, a worker can produce up to 3,600 identical pages per day. In order to use the printing press, you must first set the type for the page you want to print. Time required to set type varies depending on the number of characters used; from 1 hour for small pages with brief text, to 8 hours for a full-sized normal page of text, though extreme examples may be outside this range. When you prepare a page for printing, you can include engraved images in addition to text. No magical properties of text are transferred in the printing process, so it cannot be used to mass-produce magical scrolls, glyphs of warding, or similar spells or magic items." + }, + { + "name": "Prismatic Dust", + "trait": "Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3533", + "summary": "This pigmented dust is often used to add color to the lights of a performance. Prismatic dust can be activated while you are adjacent to a source of magical bright light. When activated, the dust is sprinkled into the light, changing the light’s color into the color of the dust for 1 hour. The color of the dust is determined upon the dust’s creation.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Pristine Epaulets", + "trait": "Fortune, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3975", + "summary": "Gaudy and sparkling, these intricately decorated epaulets have clearly never seen a battlefield. Worn by officers with more schooling or connections than actual fighting experience, these epaulets grant you a +1 item bonus to Society and Warfare Lore checks.", + "activation": "I Meant to Say [reaction] (concentrate, fortune); Frequency once per day; Trigger You critically fail a Diplomacy check; Effect The pristine epaulets are often worn to both tense military negotiations and social events and can help you recover from a misstep. You can reroll the check, but you must take the new result." + }, + { + "name": "Privacy Ward Fulu (Chamber)", + "trait": "Abjuration, Consumable, Fulu, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2692", + "summary": "This fulu seeks to keep thieves, spies, and unwanted attention away from a room. A depiction of a lock appears in the center of this fulu, which is in turn surrounded by circles of broken keys. When applied to a wall inside a room, all creatures within the room gain an item bonus to Stealth checks against creatures outside the room." + }, + { + "name": "Privacy Ward Fulu (Hallway)", + "trait": "Abjuration, Consumable, Fulu, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2692", + "summary": "This fulu seeks to keep thieves, spies, and unwanted attention away from a room. A depiction of a lock appears in the center of this fulu, which is in turn surrounded by circles of broken keys. When applied to a wall inside a room, all creatures within the room gain an item bonus to Stealth checks against creatures outside the room." + }, + { + "name": "Privacy Ward Fulu (Room)", + "trait": "Abjuration, Consumable, Fulu, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2692", + "summary": "This fulu seeks to keep thieves, spies, and unwanted attention away from a room. A depiction of a lock appears in the center of this fulu, which is in turn surrounded by circles of broken keys. When applied to a wall inside a room, all creatures within the room gain an item bonus to Stealth checks against creatures outside the room." + }, + { + "name": "Private Workshop", + "trait": "Conjuration, Magical, Structure, Uncommon", + "item_category": "Structures", + "item_subcategory": "", + "bulk": "L when not activated", + "url": "/Equipment.aspx?ID=1282", + "summary": "A private workshop is a model building about the size of a music box that resembles a smithy, tannery, alchemy lab, or other crafting facility. ", + "activation": "minute (command, envision, Interact); Effect The model workshop transforms into a full-sized square workshop of the represented type. The walls are 15 feet wide and the ceiling is 10 feet high. The workshop is stocked with mundane tools and can be used to Craft items appropriate to the workshop with a +1 item bonus, but you must supply any raw materials." + }, + { + "name": "Probing Cane", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "Canes & Crutches", + "bulk": "L", + "url": "/Equipment.aspx?ID=1346", + "summary": "Your cane indicates that you have low vision or are blind. By holding this cane in front of you, you indicate to those around that you're partially sighted, which is particularly useful in urban or busy places to let others know to give you enough space. The cane is typically several feet long, generally reaching the user's chin, but can be lengthened or shortened as needed." + }, + { + "name": "Prognostic Veil", + "trait": "Divine, Focused, Invested", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3436", + "summary": "This gauzy purple veil is embroidered with symbols of divinatory significance. As your curse worsens, the veil ripples in an ever-increasing unseen wind. You gain a +2 item bonus to Religion checks.", + "activation": "Twist the Skeins of Fate [reaction] (concentrate); Frequency oncer per day; Trigger An ally within 30 feet is about to attempt a saving throw; Requirements You have the cursebound condition; Effect The ally gains a status bonus to the saving throw equal to the value of your cursebound condition." + }, + { + "name": "Prognostic Veil (Greater)", + "trait": "Divine, Focused, Invested", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3436", + "summary": "This gauzy purple veil is embroidered with symbols of divinatory significance. As your curse worsens, the veil ripples in an ever-increasing unseen wind. You gain a +2 item bonus to Religion checks.", + "activation": "Twist the Skeins of Fate [reaction] (concentrate); Frequency oncer per day; Trigger An ally within 30 feet is about to attempt a saving throw; Requirements You have the cursebound condition; Effect The ally gains a status bonus to the saving throw equal to the value of your cursebound condition." + }, + { + "name": "Propaganda (Level 1)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2471", + "summary": "Propaganda is strongly biased information presented in a way that may mislead those who are exposed to it. Most commonly, propaganda is used to drive a specific political agenda. While this is oftentimes a tool utilized by regimes to maintain a specific image among their oppressed people, the Firebrands use propaganda to bring shocking truths to light, drive wedges between enemy factions, and encourage uprisings against tyrannical regimes. Many groups of Firebrands specialize in the creation and dissemination of propaganda, though they are just as likely to utilize local resources to do the disseminating for them. When used at the correct time and place, propagandists can adjust the temperature of the political climate to tear down tyrants and shift the narrative in a way that evokes specific sentiments, like hope or anger, and thus inspires rebellious action." + }, + { + "name": "Propaganda (Level 2)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2471", + "summary": "Propaganda is strongly biased information presented in a way that may mislead those who are exposed to it. Most commonly, propaganda is used to drive a specific political agenda. While this is oftentimes a tool utilized by regimes to maintain a specific image among their oppressed people, the Firebrands use propaganda to bring shocking truths to light, drive wedges between enemy factions, and encourage uprisings against tyrannical regimes. Many groups of Firebrands specialize in the creation and dissemination of propaganda, though they are just as likely to utilize local resources to do the disseminating for them. When used at the correct time and place, propagandists can adjust the temperature of the political climate to tear down tyrants and shift the narrative in a way that evokes specific sentiments, like hope or anger, and thus inspires rebellious action." + }, + { + "name": "Propaganda (Level 3)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2471", + "summary": "Propaganda is strongly biased information presented in a way that may mislead those who are exposed to it. Most commonly, propaganda is used to drive a specific political agenda. While this is oftentimes a tool utilized by regimes to maintain a specific image among their oppressed people, the Firebrands use propaganda to bring shocking truths to light, drive wedges between enemy factions, and encourage uprisings against tyrannical regimes. Many groups of Firebrands specialize in the creation and dissemination of propaganda, though they are just as likely to utilize local resources to do the disseminating for them. When used at the correct time and place, propagandists can adjust the temperature of the political climate to tear down tyrants and shift the narrative in a way that evokes specific sentiments, like hope or anger, and thus inspires rebellious action." + }, + { + "name": "Propaganda (Level 4)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2471", + "summary": "Propaganda is strongly biased information presented in a way that may mislead those who are exposed to it. Most commonly, propaganda is used to drive a specific political agenda. While this is oftentimes a tool utilized by regimes to maintain a specific image among their oppressed people, the Firebrands use propaganda to bring shocking truths to light, drive wedges between enemy factions, and encourage uprisings against tyrannical regimes. Many groups of Firebrands specialize in the creation and dissemination of propaganda, though they are just as likely to utilize local resources to do the disseminating for them. When used at the correct time and place, propagandists can adjust the temperature of the political climate to tear down tyrants and shift the narrative in a way that evokes specific sentiments, like hope or anger, and thus inspires rebellious action." + }, + { + "name": "Propaganda (Level 5)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2471", + "summary": "Propaganda is strongly biased information presented in a way that may mislead those who are exposed to it. Most commonly, propaganda is used to drive a specific political agenda. While this is oftentimes a tool utilized by regimes to maintain a specific image among their oppressed people, the Firebrands use propaganda to bring shocking truths to light, drive wedges between enemy factions, and encourage uprisings against tyrannical regimes. Many groups of Firebrands specialize in the creation and dissemination of propaganda, though they are just as likely to utilize local resources to do the disseminating for them. When used at the correct time and place, propagandists can adjust the temperature of the political climate to tear down tyrants and shift the narrative in a way that evokes specific sentiments, like hope or anger, and thus inspires rebellious action." + }, + { + "name": "Propaganda (Level 6)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2471", + "summary": "Propaganda is strongly biased information presented in a way that may mislead those who are exposed to it. Most commonly, propaganda is used to drive a specific political agenda. While this is oftentimes a tool utilized by regimes to maintain a specific image among their oppressed people, the Firebrands use propaganda to bring shocking truths to light, drive wedges between enemy factions, and encourage uprisings against tyrannical regimes. Many groups of Firebrands specialize in the creation and dissemination of propaganda, though they are just as likely to utilize local resources to do the disseminating for them. When used at the correct time and place, propagandists can adjust the temperature of the political climate to tear down tyrants and shift the narrative in a way that evokes specific sentiments, like hope or anger, and thus inspires rebellious action." + }, + { + "name": "Propaganda (Level 7)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2471", + "summary": "Propaganda is strongly biased information presented in a way that may mislead those who are exposed to it. Most commonly, propaganda is used to drive a specific political agenda. While this is oftentimes a tool utilized by regimes to maintain a specific image among their oppressed people, the Firebrands use propaganda to bring shocking truths to light, drive wedges between enemy factions, and encourage uprisings against tyrannical regimes. Many groups of Firebrands specialize in the creation and dissemination of propaganda, though they are just as likely to utilize local resources to do the disseminating for them. When used at the correct time and place, propagandists can adjust the temperature of the political climate to tear down tyrants and shift the narrative in a way that evokes specific sentiments, like hope or anger, and thus inspires rebellious action." + }, + { + "name": "Propulsive Boots", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3101", + "summary": "These sleek red boots make your legs feel like they're bursting with energy. You gain a +5-foot item bonus to your land Speed and to any climb or swim Speeds you have.", + "activation": "Quickening Stomp [one-action] (manipulate); Frequency once per day; Effect You stomp three times and gain the quickened condition for 1 minute. You can use the extra action to Stride, Climb, or Swim. (You must still attempt an Athletics check for the Climb and Swim actions unless you have the appropriate movement type.)" + }, + { + "name": "Prosthesis", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2776", + "summary": "A prosthesis replaces a missing or damaged body part. Typical prostheses include artificial feet, eyes, hands, and limbs, though a basic prosthesis can be designed as a replacement for any body part. Advancements in the prosthetic field mean that even the most basic of prostheses can provide the full range of functionality for a missing body part." + }, + { + "name": "Protective Netting", + "trait": "Fortune, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3976", + "summary": "Troops fighting in locales filled with insects wear enchanted gauzy nets over their heads, draped from wide flat hats, to protect against swarms of stinging or biting creatures. While wearing protective netting, if you would be exposed to disease or injury poison from an attack, attempt a DC 17 flat check. On a success, you are not exposed.", + "activation": "Flutter Net [reaction] (manipulate); Frequency once per day; Trigger A swarm enters your space; Effect Your protective netting flutters rapidly, keeping the swarm away. You gain a +1 item bonus to saving throws against effects originating from swarms for 1 minute." + }, + { + "name": "Psyche Salts (Greater)", + "trait": "Consumable, Magical, Potion, Rare", + "item_category": "Consumables", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3794", + "summary": "A dose of psyche salts is kept in a small, corked vial. When you activate psyche salts, you uncork and pass the open end of the vial near the head of an adjacent creature. The salts within fizz and evaporate, creating a sour-smelling cloud that envelops the creature’s head before fading. As they do, the vapors attempt to clear harmful influences from the creature’s mind. The creature gains the effect of a clear mind spell and a +1 item bonus to saving throws against mental effects for 10 minutes.", + "activation": "manipulate)" + }, + { + "name": "Psyche Salts (Lesser)", + "trait": "Consumable, Magical, Potion, Rare", + "item_category": "Consumables", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3794", + "summary": "A dose of psyche salts is kept in a small, corked vial. When you activate psyche salts, you uncork and pass the open end of the vial near the head of an adjacent creature. The salts within fizz and evaporate, creating a sour-smelling cloud that envelops the creature’s head before fading. As they do, the vapors attempt to clear harmful influences from the creature’s mind. The creature gains the effect of a clear mind spell and a +1 item bonus to saving throws against mental effects for 10 minutes.", + "activation": "manipulate)" + }, + { + "name": "Psyche Salts (Moderate)", + "trait": "Consumable, Magical, Potion, Rare", + "item_category": "Consumables", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3794", + "summary": "A dose of psyche salts is kept in a small, corked vial. When you activate psyche salts, you uncork and pass the open end of the vial near the head of an adjacent creature. The salts within fizz and evaporate, creating a sour-smelling cloud that envelops the creature’s head before fading. As they do, the vapors attempt to clear harmful influences from the creature’s mind. The creature gains the effect of a clear mind spell and a +1 item bonus to saving throws against mental effects for 10 minutes.", + "activation": "manipulate)" + }, + { + "name": "Psychic Colors Elixir", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2418", + "summary": "This orange liquid lets you visibly detect the psychic energies that enable telekinesis and telepathy. For the next minute, you can sense if a creature you can see is using a telepathic or telekinetic ability, such as the telepathy monster ability, spells like telekinetic projectile or telepathic bond, or similar abilities. You also can sense if an object or creature you can see is being manipulated or contacted by such an ability. Both the user and the target of the ability are outlined in faint shimmers of matching color." + }, + { + "name": "Psychic Warding Bracelet", + "trait": "Consumable", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=854", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction." + }, + { + "name": "Psychopomp Mask", + "trait": "Invested, Magical, Necromancy, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=964", + "summary": "These minor magic items are painted to resemble your face, or some metaphorical depiction thereof, to encourage the ushers of death to take the mask in your place. If you begin your turn with a dying value of 3 or greater, instead of making your recovery check, you lose the dying condition but remain unconscious at 0 Hit Points. The mask then cracks in half and is destroyed. The psychopomps won't be so easily fooled again—you are temporarily immune to the effects of any psychopomp mask for 1 year." + }, + { + "name": "Pucker Pickle", + "trait": "Alchemical, Consumable, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1927", + "summary": "Sharp and pungent, but tasty, pucker pickles were created by goblin alchemists working to avoid being eaten by larger creatures. For 1 hour after eating a pucker pickle, you smell slightly of pickle, but you have a horrendous taste. Once a creature hits you with a Strike using an attack that allows it to taste you, such as a jaws Strike, it takes a –2 circumstance penalty to further attacks against you that allow it to taste you, including attacks like Grappling or Tripping you using its jaws or Swallowing you Whole. Creatures, especially animals, often choose other targets after tasting you. Any creature that Engulfs you or Swallows you Whole is sickened 1. If it spends an action retching to reduce the sickened condition, you can attempt to Escape as a reaction.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Puff Dragon", + "trait": "Clockwork, Consumable, Mechanical, Poison, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1131", + "summary": "This cute and unassuming dragon toy activates once a creature moves into its square. It then unleashes a rapid burst of toxic gas in a 10-foot emanation. Those within the emanation when the snare is activated must attempt a DC 25 Fortitude saving throw or take 3d6 poison damage." + }, + { + "name": "Pummel-Growth Toxin", + "trait": "Alchemical, Consumable, Injury, Morph, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2011", + "summary": "This substance is the result of a failed alchemical experiment to regrow a severed arm. An extra outsized, uncontrolled limb of the sort used for manipulation grows from the victim's body. The limb initially flails about, throwing the creature off-balance. Once it “matures,” the limb pummels the victim instead. The limb can't deal its bludgeoning damage if the victim is unable to take actions. Upon recovery from the poison, the extra limb withers and falls off.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Pummeling Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1302", + "summary": "This snare unleashes a trio of large stones that batter the creature entering the snare's square, dealing 6d8 bludgeoning damage (DC 21 basic Reflex save)." + }, + { + "name": "Puppetmaster Extract", + "trait": "Alchemical, Consumable, Contact, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3663", + "summary": "Distilled from a trighoul’s vital fluids, this gummy, ooze-like toxin springs to life when it makes contact with flesh. It swiftly grows spines that dig into the victim, twitching with rudimentary intelligence as they root around for the nervous system. If the toxin embeds itself deeply enough, it seizes control of the victim’s body.", + "activation": "one-action] Interact" + }, + { + "name": "Purgatory Emissary's Staff", + "trait": "Magical, Necromancy, Rare, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3174", + "summary": "This ash wood staff is topped by a long tassel of bleached-white horsehair. Historically carried by the most important of court officials throughout various regions and periods of Tian Xia's history, purgatory emissary's staves are also strongly associated with psychopomps serving punitive sentences. It's thought this connection is a comical nod to the bureaucratic nature of the afterlife.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Purifying Spoon (Ladle)", + "trait": "Magical, Wood", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2643", + "summary": "A phrase of luck is carved into the handle of this wooden teaspoon. While a variety of other cutlery with similar properties exists, a spoon is often the most convenient and inconspicuous to carry.", + "activation": "Purify [two-actions] (manipulate); Frequency once per day; Effect You stir the spoon in food or drink, casting cleanse cuisine on the substance as you stir. This small spoon can purify up to 1 gallon of food or drink." + }, + { + "name": "Purifying Spoon (Tablespoon)", + "trait": "Magical, Wood", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2643", + "summary": "A phrase of luck is carved into the handle of this wooden teaspoon. While a variety of other cutlery with similar properties exists, a spoon is often the most convenient and inconspicuous to carry.", + "activation": "Purify [two-actions] (manipulate); Frequency once per day; Effect You stir the spoon in food or drink, casting cleanse cuisine on the substance as you stir. This small spoon can purify up to 1 gallon of food or drink." + }, + { + "name": "Purifying Spoon (Teaspoon)", + "trait": "Magical, Wood", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2643", + "summary": "A phrase of luck is carved into the handle of this wooden teaspoon. While a variety of other cutlery with similar properties exists, a spoon is often the most convenient and inconspicuous to carry.", + "activation": "Purify [two-actions] (manipulate); Frequency once per day; Effect You stir the spoon in food or drink, casting cleanse cuisine on the substance as you stir. This small spoon can purify up to 1 gallon of food or drink." + }, + { + "name": "Purloining Cloak", + "trait": "Apex, Intelligent, Invested, Magical, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2401", + "summary": "Each purloining cloak is a mercurial mantle once worn by a legendary thief or two. The cloak became infused with a daredevil spirit and a …", + "activation": "one-action] (concentrate); Effect The cloak assesses the price of valuables it can see. This valuation doesn't include the value of features the cloak can't discern, such as magical properties." + }, + { + "name": "Purple Pepper Powder", + "trait": "Alchemical, Consumable, Processed, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=3677", + "summary": "This nearly black purple powder is made from the extremely spicy Kuthite’s kiss pepper and is a favorite among the Sklar-Quah. When you eat a meal flavored with this purple pepper powder, you gain resistance 10 to fire and resistance 5 to poison for 1 hour." + }, + { + "name": "Purple Worm Repellent", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=655", + "summary": "Cave worm repellent is a highly noxious oil that can be applied to a creature or sprinkled in a circle around a 10-foot-radius area. In either case, after it is applied, it lasts for 24 hours or until it is scrubbed clean with 1 minute of work.", + "activation": "minute (Interact)" + }, + { + "name": "Purple Worm Venom", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=126", + "summary": "Venom from enormous purple worms leaves a victim weakened. Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison …", + "activation": "two-actions] Interact" + }, + { + "name": "Pusk Bone Tiles", + "trait": "Catalyst, Consumable, Magical, Rare, Unholy", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3581", + "summary": "These bones from different types of demons can be used to form temporary barriers. When you crush the bone fragments and blow the resulting dust around yourself as you cast shield, the shield appears as a bone bulwark shaped like the demon’s face.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Putrescent Glob", + "trait": "Conjuration, Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=790", + "summary": "This repulsive, hairy glob dangles from the end of your weapon. When you activate the putrescent glob, the creature you damaged must succeed at a DC 23 Fortitude save or its sickened condition increases to sickened 2, and it can't reduce its sickened condition until the end of its next turn. On a critical failure, it's also slowed 1 until the end of its next turn.", + "activation": "free-action] envision; Trigger You damage a creature that is sickened 1 with a Strike using the affixed weapon; Requirements You are an expert with the affixed weapon." + }, + { + "name": "Putrid Sack of Rotting Fruit", + "trait": "", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2524", + "summary": "Each of these unassuming sacks contains enough rotting fruit to provide a fungus leshy with 1 week's worth of rations, along with clusters of stones to help press out the fruit's juices. Since their last adventure, Reaching Rings has refined their rations's ability to serve as a weapon in addition to delicious, flavorful sustenance.", + "activation": "one-action] Strike" + }, + { + "name": "Puzzle Box (Challenging)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1340", + "summary": "A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires three successful Games Lore or Thievery checks to Open a Lock, though puzzle boxes come in countless configurations and themes, and the GM can determine which skills are appropriate." + }, + { + "name": "Puzzle Box (Complex)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1340", + "summary": "A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires three successful Games Lore or Thievery checks to Open a Lock, though puzzle boxes come in countless configurations and themes, and the GM can determine which skills are appropriate." + }, + { + "name": "Puzzle Box (Hollow)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1340", + "summary": "A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires three successful Games Lore or Thievery checks to Open a Lock, though puzzle boxes come in countless configurations and themes, and the GM can determine which skills are appropriate." + }, + { + "name": "Puzzle Box (Simple)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1340", + "summary": "A puzzle box features moving parts, locking mechanisms, and other components designed to confound the user. Solving a puzzle box typically requires three successful Games Lore or Thievery checks to Open a Lock, though puzzle boxes come in countless configurations and themes, and the GM can determine which skills are appropriate." + }, + { + "name": "Pyrite Rat", + "trait": "Conjuration, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=912", + "summary": "This lustrous, rat-shaped pyrite statuette is 1 inch tall. When activated, the statuette transforms into a flesh-and-blood giant rat. You can use the following action when you hold the pyrite rat. You can use this action only once per day, and the rat remains transformed for 1 hour.", + "activation": "two-actions] concentrate, manipulate; Effect You place the statue on solid ground and speak the rat's secret name, causing the statuette to transform into a living giant rat. In creature form, the giant rat acts on your turn. It gets 2 actions and can't use reactions. You have to spend an action each turn to tell it what to do; otherwise, it tries to run away from danger or cowers where it is. If the rat is slain while in animal form, it reverts to its statue shape and can't be transformed again until 1 week has passed. If the figurine is destroyed while in its statue form, it's shattered and its magical properties are lost forever." + }, + { + "name": "Pyronite", + "trait": "Alchemical, Consumable, Fire, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1579", + "summary": "A stick of pyronite is a devastating explosive that fills an area with fire and concussive force when it detonates— as long as its fuse has been lit! …", + "activation": "one-action] or [two-actions] Interact; Effect Activating a stick of pyronite is usually a two-action activity. First, you interact with the pyronite to light its fuse with a source of fire. This fire source can be an object you hold in another hand, such as a tindertwig or a lit torch, or it can be a free-standing adjacent fire. Once the fuse is lit, you throw it (an Interact action with the ranged trait) up to 50 feet away—if you hurl it into an existing fire, you don't need to take the initial action to light its fuse and can Activate the pyronite with only one action. You can toss the pyronite anywhere within 50 feet, though at the GM's discretion, you might need to make an attack roll if the throw is unusually challenging. Once a stick of pyronite's fuse is lit, it explodes at the end of your turn, regardless of whether you've thrown it or not. (A lit fuse can be extinguished with an Interact action.) If multiple sticks of pyronite detonate at the end of your turn, you can increase the area, but not the damage, of this effect. When the pyronite explodes, all creatures in a 20-foot burst must attempt a DC 28 Reflex save or take 3d6 fire damage and 3d6 bludgeoning damage." + }, + { + "name": "Qat", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1493", + "summary": "While initially used by Qadiran soldiers and warriors going to battle, this stimulant and euphoriant soon became popular among civilian Qadirans from diverse social strata. Some of the latter close up shop for three to four hours after the midday meal to socialize and chew qat leaves. User experiences with qat vary from feeling energetic, euphoric, talkative, and alert to experiencing depression and hallucination, depending on the quality and type of qat leaves.", + "activation": "one-action] Interact" + }, + { + "name": "Queasy Lantern (Greater)", + "trait": "Light, Magical, Necromancy, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1293", + "summary": "This bull's-eye lantern is wrapped in decrepit leather skin. It constantly emits light in a 60-foot cone (and dim light in the next 60 feet). You can close or open internal shutters with an Interact action to block or reveal the light.", + "activation": "two-actions] Interact; Frequency once per day; Effect You slide in a magical lens that causes the lantern to emit a pale green light and then aim the lantern. All creatures in the lantern's 60-foot cone of bright light (but not those in the dim light), must attempt a DC 23 Fortitude save. On a failure, a creature becomes sickened 1 (sickened 2 on a critical failure). The light then reverts to normal as the lens slides out of place." + }, + { + "name": "Queasy Lantern (Lesser)", + "trait": "Light, Magical, Necromancy, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1293", + "summary": "This bull's-eye lantern is wrapped in decrepit leather skin. It constantly emits light in a 60-foot cone (and dim light in the next 60 feet). You can close or open internal shutters with an Interact action to block or reveal the light.", + "activation": "two-actions] Interact; Frequency once per day; Effect You slide in a magical lens that causes the lantern to emit a pale green light and then aim the lantern. All creatures in the lantern's 60-foot cone of bright light (but not those in the dim light), must attempt a DC 23 Fortitude save. On a failure, a creature becomes sickened 1 (sickened 2 on a critical failure). The light then reverts to normal as the lens slides out of place." + }, + { + "name": "Queasy Lantern (Moderate)", + "trait": "Light, Magical, Necromancy, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1293", + "summary": "This bull's-eye lantern is wrapped in decrepit leather skin. It constantly emits light in a 60-foot cone (and dim light in the next 60 feet). You can close or open internal shutters with an Interact action to block or reveal the light.", + "activation": "two-actions] Interact; Frequency once per day; Effect You slide in a magical lens that causes the lantern to emit a pale green light and then aim the lantern. All creatures in the lantern's 60-foot cone of bright light (but not those in the dim light), must attempt a DC 23 Fortitude save. On a failure, a creature becomes sickened 1 (sickened 2 on a critical failure). The light then reverts to normal as the lens slides out of place." + }, + { + "name": "Quenching", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1836", + "summary": "This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance)." + }, + { + "name": "Quenching (Greater)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1836", + "summary": "This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance)." + }, + { + "name": "Quenching (Major)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1836", + "summary": "This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance)." + }, + { + "name": "Quenching (True)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1836", + "summary": "This rune counters burning and corrosive agents. Armor with this rune reduces the DC of the flat check to end persistent acid or fire damage affecting you from 15 to 12 (7 with particularly effective assistance)." + }, + { + "name": "Quenching Potion", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2089", + "summary": "Quenching potion is a clear liquid that tastes like fresh, cool spring water. Drinking this potion or pouring it over yourself completely hydrates you and cleanses your system. Immediately attempt a flat check to end any persistent acid, fire, poison, or void damage affecting you, and attempt a new saving throw against any poison affecting you. Poison can’t progress to a worse stage due to this saving throw. The potion counts as a particularly appropriate type of help against persistent acid, fire, poison, and void damage.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Quick Runner's Shirt", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1303", + "summary": "This light shirt is made of thin fabric embroidered with arrangements of winged feet.", + "activation": "two-actions] envision; Frequency once per hour; Effect Your feet feel lighter, allowing you to move with greater speed. You Stride twice and gain a +10-foot item bonus to your Speed during those Stride actions." + }, + { + "name": "Quick Runner's Shirt (Greater)", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1303", + "summary": "This light shirt is made of thin fabric embroidered with arrangements of winged feet.", + "activation": "two-actions] envision; Frequency once per hour; Effect Your feet feel lighter, allowing you to move with greater speed. You Stride twice and gain a +10-foot item bonus to your Speed during those Stride actions." + }, + { + "name": "Quick Wig", + "trait": "Illusion, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1321", + "summary": "A quick wig magically conceals your natural hair while worn, eliminating the need to braid or pin your hair beneath it. In addition, your facial hair and eyebrows change color to match the wig while you wear it. When used as part of a Deception check to Impersonate to go unrecognized by changing your hair, you no longer require a disguise kit, you gain a +1 item bonus on the check, and you reduce the time to create the disguise from 10 minutes to 5 minutes. You still need a disguise kit and the full time if you're using cosmetics and other props to change other aspects of your disguise or Impersonating a specific person, and the wig only provides its item bonus when Impersonating a specific person if that person's hair color and style match the wig's. Quick wigs detangle themselves while not in use." + }, + { + "name": "Quick-Change Outfit", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": " varies", + "url": "/Equipment.aspx?ID=2449", + "summary": "A quick-change outfit is in fact two separate outfits sewn together. The specialized sewing technique allows you to switch quickly between the two outfits. You can use 3 consecutive Interact actions to slip out of the outfit, swap to the other side, and slip it back on. The two outfits can be of any kind (such as ordinary clothing and fine clothing) and appear as one outfit on one side and the second outfit on the other. The outfit's appearance is purely superficial, so you don't receive any special benefits from an outfit (such as protection from environmental cold with winter clothing), though the GM might still apply specific benefits like the bonus to checks with high-fashion fine clothing. You can notice the odd features of a quick-change outfit (such as extra seams) with a successful DC 20 Perception check. The outfit's price is equal to double the price of the more expensive of the two outfits it mimics, and its Bulk is 1 higher than the highest Bulk values of the two outfits." + }, + { + "name": "Quickened Standard", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3913", + "summary": "This magical banner flaps enthusiastically in the breeze, gleaming across the battlefield. While holding a quickened standard, you can use the following ability.", + "activation": "Speed Up [one-action] (concentrate); Frequency once per minute; Effect The banner offers a magical boost of adrenaline. An ally within the banner’s aura becomes quickened for 1 round and can use the additional action only to Stride." + }, + { + "name": "Quickmelt Slick (Greater)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1516", + "summary": "This clay jar is filled with a warm fluid composed primarily of lagofir oil and natural fire retardants. You can pour the fluid in an empty area adjacent to you, or over an adjacent frozen object, with an Interact action. The fluid instantly melts non-magical ice and snow in the area and harmlessly vaporizes the resulting meltwater. When used to melt magical ice and snow, quickmelt slick attempts a counteract check with the listed counteract modifier to melt the ice and snow, using the source of that ice and snow to determine the counteract level and DC." + }, + { + "name": "Quickmelt Slick (Lesser)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1516", + "summary": "This clay jar is filled with a warm fluid composed primarily of lagofir oil and natural fire retardants. You can pour the fluid in an empty area adjacent to you, or over an adjacent frozen object, with an Interact action. The fluid instantly melts non-magical ice and snow in the area and harmlessly vaporizes the resulting meltwater. When used to melt magical ice and snow, quickmelt slick attempts a counteract check with the listed counteract modifier to melt the ice and snow, using the source of that ice and snow to determine the counteract level and DC." + }, + { + "name": "Quickmelt Slick (Moderate)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1516", + "summary": "This clay jar is filled with a warm fluid composed primarily of lagofir oil and natural fire retardants. You can pour the fluid in an empty area adjacent to you, or over an adjacent frozen object, with an Interact action. The fluid instantly melts non-magical ice and snow in the area and harmlessly vaporizes the resulting meltwater. When used to melt magical ice and snow, quickmelt slick attempts a counteract check with the listed counteract modifier to melt the ice and snow, using the source of that ice and snow to determine the counteract level and DC." + }, + { + "name": "Quickpatch Glue", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=848", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction.", + "activation": "minute (Interact)" + }, + { + "name": "Quicksilver Mutagen (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3319", + "summary": "The bonus to rolls is +3, the bonus to Speed is +15 feet, and the duration is 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Quicksilver Mutagen (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3319", + "summary": "The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Quicksilver Mutagen (Major)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3319", + "summary": "The bonus to rolls is +4, the bonus to Speed is +20 feet, and the duration is 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Quicksilver Mutagen (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3319", + "summary": "The bonus to rolls is +2, the bonus to Speed is +10 feet, and the duration is 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Quickstrike", + "trait": "Magical, Rare", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2844", + "summary": "Attacks with a quickstrike weapon are supernaturally swift. While wielding a quickstrike weapon, you gain the quickened condition, but you can use the additional action granted only to make a Strike with the etched weapon." + }, + { + "name": "Quill of Passage", + "trait": "Conjuration, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=881", + "summary": "This black-feathered quill has a glowing nib with a small amount of glowing ink inside it. ", + "activation": "two-actions] command, Interact; Frequency once per day; Effect Placing the tip of the quill against a wall of wood, plaster, or stone and speaking a command word causes the ink to flow from the nib onto the wall in the shape of a glowing doorway, casting passwall on the touched surface." + }, + { + "name": "Rabbit", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1690", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Raccoon", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1691", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Radiant Prism", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2236", + "summary": "This glass prism pays homage to its namesake pantheon—the Radiant Prism of Sarenrae, Desna, and Shelyn. Any armor or weapon the prism is affixed to glows softly with colored lights. The spell DC of any spell cast by activating this item is 35.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast falling stars." + }, + { + "name": "Radiant Prism (Greater)", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2236", + "summary": "This glass prism pays homage to its namesake pantheon—the Radiant Prism of Sarenrae, Desna, and Shelyn. Any armor or weapon the prism is affixed to glows softly with colored lights. The spell DC of any spell cast by activating this item is 35.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast falling stars." + }, + { + "name": "Radiant Prism (Major)", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2236", + "summary": "This glass prism pays homage to its namesake pantheon—the Radiant Prism of Sarenrae, Desna, and Shelyn. Any armor or weapon the prism is affixed to glows softly with colored lights. The spell DC of any spell cast by activating this item is 35.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast falling stars." + }, + { + "name": "Radiant Spark", + "trait": "Artifact, Conjuration, Occult, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=900", + "summary": "This shining prism is bound within a golden frame. The bright glow within the artifact is the gleaming essence of celestials bound within it in ancient times. Each activation consumes a bit of this celestial energy, projecting the screams of the celestials into your mind. While holding the Radiant Spark, you gain a +2 item bonus to saving throws against divine spells and effects and you are aware of its powers. If you are good, while holding the Radiant Spark, you are sickened 3 and can't recover from this condition.", + "activation": "reaction] envision, Interact; Trigger The target critically fails their save against the Radiant Spark's dominate spell or you critically succeed at binding the target with the planar binding ritual using the artifact; Effect The target must attempt a DC 49 Will save and is immune to further attempts for 24 hours." + }, + { + "name": "Raft", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=77", + "summary": "Space 10 feet long, 10 feet wide, 2 feet high" + }, + { + "name": "Raiment", + "trait": "Illusion, Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2791", + "summary": "This armor can be disguised with a mere thought. ", + "activation": "Costume Change [one-action] (concentrate); Effect You change the shape and appearance of this armor to appear as ordinary or fine clothes of your imagining. The armor’s statistics don’t change. Only a creature that’s benefiting from truesight or a similar effect can attempt to disbelieve this illusion, with a DC of 25." + }, + { + "name": "Rainbow Vinegar", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=3456", + "summary": "Black swill with multicolored ribbons makes this vinegar look like an oil spill. Ingesting a dose of rainbow vinegar makes your sweat acidic and nonconductive for 10 minutes. During this time, your unarmed attacks deal an additional 1d4 acid damage, and you haveresistance 10 to electricity. Vampires find this vinegar particularly harmful and take an additional 2d4 acid damage instead. Taking more than one dose of rainbow vinegar in a single day gives youweakness 5 to acid until your next daily preparations.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Rainbow Vinegar (Greater)", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=3456", + "summary": "Black swill with multicolored ribbons makes this vinegar look like an oil spill. Ingesting a dose of rainbow vinegar makes your sweat acidic and nonconductive for 10 minutes. During this time, your unarmed attacks deal an additional 1d4 acid damage, and you haveresistance 10 to electricity. Vampires find this vinegar particularly harmful and take an additional 2d4 acid damage instead. Taking more than one dose of rainbow vinegar in a single day gives youweakness 5 to acid until your next daily preparations.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Raining Knives Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1304", + "summary": "As soon as a creature enters the snare's square, it unleashes a barrage of knives at the creature from all directions, dealing 11d8 piercing damage (DC 29 basic Reflex)." + }, + { + "name": "Ranging Shot", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2056", + "summary": "Strange striations and pits mark the head of a ranging shot. When the activated ammunition is fired, it sends out whistling pings along its path until it hits something or reaches its maximum range. As long as you can perceive the sounds the ammunition makes, you can tell exactly how far it has flown. The sounds are audible to creatures who didn't Activate the ammunition, but they receive no special information from the ranging shot's whistling.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Rappelling Kit", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2450", + "summary": "This satchel contains all the basic equipment found in a climbing kit plus the specialized equipment—including a harness, belay device, and locking clips—needed for descents. When Climbing down with a rappelling kit, you move twice as fast as usual based on your check result." + }, + { + "name": "Rat", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1692", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Ration Tonic", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=3405", + "summary": "This slender vial appears to hold clean, clear water with a faintly fruity scent. Drinking a ration tonic magically nourishes you with the equivalent of a day's worth of food and water. The tonic has a subtle, pleasant taste, its particulars chosen when the potion is crafted.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Ration Tonic (Greater)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=3405", + "summary": "This slender vial appears to hold clean, clear water with a faintly fruity scent. Drinking a ration tonic magically nourishes you with the equivalent of a day's worth of food and water. The tonic has a subtle, pleasant taste, its particulars chosen when the potion is crafted.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Rations", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2744", + "summary": "" + }, + { + "name": "Rattling Bolt", + "trait": "Arcane, Consumable, Evocation, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2522", + "summary": "Sometimes when dealing with undead incursions, a more subtle approach is called for. Paradoxically, this is precisely what the rattling bolts are most often used for, despite each one ringing like a shaken chain when launched. Once it hits the target, the rattling transfers into that creature's body. A target damaged by the rattling bolt must succeed at a DC 25 Fortitude save or be deafened and stupefied 1 for 1 round (or 1 minute on a critical hit). An undead afected by a rattling bolt further loses any lifesense ability it might have had for the same duration as the deafening.", + "activation": "one-action] Interact" + }, + { + "name": "Rattling Bolt (Greater)", + "trait": "Arcane, Consumable, Evocation, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2522", + "summary": "Sometimes when dealing with undead incursions, a more subtle approach is called for. Paradoxically, this is precisely what the rattling bolts are most often used for, despite each one ringing like a shaken chain when launched. Once it hits the target, the rattling transfers into that creature's body. A target damaged by the rattling bolt must succeed at a DC 25 Fortitude save or be deafened and stupefied 1 for 1 round (or 1 minute on a critical hit). An undead afected by a rattling bolt further loses any lifesense ability it might have had for the same duration as the deafening.", + "activation": "one-action] Interact" + }, + { + "name": "Raven Band", + "trait": "Divination, Invested, Primal, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1507", + "summary": "This armband is woven from overlapping raven feathers, including one large feather from a kadlaka. As long as you wear it, you understand what ravens are saying, but you can't speak to ravens unless you activate the raven band.", + "activation": "one-action] Interact; Frequency once per day; Effect When you stroke the kadlaka feather, the raven band gives you the effects of speak with animals, except that you can speak with and understand only birds, not other animals." + }, + { + "name": "Razmiri Mask", + "trait": "", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3593", + "summary": " Nethys Note: Only a PC with the Razmiran Priest Archetype may gain the item's benefits. This mask is made of iron, though more potent versions …", + "activation": "Call Upon Razmir’s Benevolence [two-actions] (concentrate, manipulate, occult); Frequency once per minute; Effect You bend \"divine\" power to your will using the techniques taught you by the Razmiri priesthood. You grant a single target you touch a number of temporary Hit Points equal to twice your level that last for 24 hours. If the target was unconscious, it regains consciousness and doesn't lose consciousness again due to Hit Point loss as long as it has temporary Hit Points from this effect remaining." + }, + { + "name": "Razmiri Wayfinder", + "trait": "Illusion, Magical, Necromancy, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=470", + "summary": "This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe.", + "activation": "minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space." + }, + { + "name": "Reactive Flash", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3893", + "summary": "These whetstones are miniature stone replicas of weapons, such as a sword or an axe, though their function is the same regardless of their shape. When you attempt a Strike as a reaction (such as with a Readied action or the Reactive Strike reaction) using a weapon under the effect of a reactive flash, the target must first succeed at a DC 19 Reflex save or be off-guard against the attack.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Reading Glyphs", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2215", + "summary": "These tattoos on your knuckles look like strange glyphs in an unknown language. If you press your fingertips to text in any language, these glyphs cycle in appearance through those of various extant languages. Encrypted text causes your glyphs to turn to a recognizable “null” symbol.", + "activation": "one-action] (concentrate); Frequency once per day; Effect You sync the tattoos with the text your fingertips are touching. By running your fingers across the text, you translate it, with glyphs on your knuckles showing the translation in a language you can read. Your tattooed glyphs can't translate encrypted or encoded text, language couched in metaphor, and the like, subject to GM discretion." + }, + { + "name": "Reading Ring", + "trait": "Divination, Magical", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1353", + "summary": "Reading rings are small magic items that can be crafted into any design the wearer pleases and worn on any finger. They're made using a variety of …" + }, + { + "name": "Reading Ring (Greater)", + "trait": "Divination, Magical", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1353", + "summary": "A greater reading ring has the same function as the standard ring, except it can read any written language and enable the wearer to comprehend what …" + }, + { + "name": "Ready", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2792", + "summary": "A ready rune draws component pieces of a suit of armor toward one another, making it extremely fast to get into. You can don light armor with a ready rune as a single action, or medium or heavy armor with a ready rune as a 2-action activity." + }, + { + "name": "Ready (Greater)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2792", + "summary": "A ready rune draws component pieces of a suit of armor toward one another, making it extremely fast to get into. You can don light armor with a ready rune as a single action, or medium or heavy armor with a ready rune as a 2-action activity." + }, + { + "name": "Reaper's Shadow", + "trait": "Alchemical, Consumable, Injury, Poison, Uncommon, Virulent, Void", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3620", + "summary": "Derived from duskwood sap tapped during the winter solstice, this toxin erodes the connection between body and soul, tricking the latter into assuming the former has already died. Survivors of this near-death experience report ominous tunnel vision, as if the Grim Reaper lurks in their peripheral vision and awaits their final breath.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Reaper's Spellgun", + "trait": "Attack, Consumable, Death, Magical, Spellgun, Void", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2124", + "summary": "A rod of blackened bone with a bulb at one end comprises a reaper's spellgun, which feels heavier than it looks. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a shadowy ray, then dissolves into gray mist.", + "activation": "two-actions] Strike" + }, + { + "name": "Rebirth Potion", + "trait": "Consumable, Magical, Potion, Rare", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2090", + "summary": "A small bit from a humanoid—such as a hair, scale, or feather—steeps in the clear liquid of a rebirth potion. When the potion is created, this bit determines the ancestry and heritage the potion changes the imbiber to. After you drink the potion, you transform into that ancestry over 8 hours during your next period of rest, finishing the transformation after the 8 hours are up. Throughout this time, you are clumsy 2, enfeebled 2, and stupefied 2. Once the transformation is complete, the potion's magic ends and can't be counteracted. Replace your ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of your new ancestry. You lose your ancestry feats, selecting replacements valid for your new ancestry. You have mild control over the change, but you end up with a unique appearance fitting for your new ancestry, and some quirks of your body remain, such as relative age, general health, scars, and missing digits, limbs, or organs.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Rebound Fulu", + "trait": "Abjuration, Consumable, Fulu, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=981", + "summary": "The bronze-colored ink on this pale, silvery talisman sharply reflects light, enough that it seems to glow. When you activate the fulu, it reflects your foe's violence back against them. The foe that triggered the Shield Block reaction takes damage equal to your shield's Hardness or the damage they would have dealt before the Shield Block reaction, whichever is less.", + "activation": "free-action] envision; Trigger You use the Shield Block reaction with the shield to which this fulu is affixed." + }, + { + "name": "Recording Rod (Basic)", + "trait": "Consumable, Divination, Magical, Scrying, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "1", + "url": "/Equipment.aspx?ID=803", + "summary": "This smooth metal bar is short enough to fit in one hand. It has several inset gemstone buttons on one end and a small lens on the other. Popular with law enforcement and blackmailers alike, recording rods allow users to capture and replay incriminating scenes and are often concealed and triggered covertly to avoid raising the subject's suspicion.", + "activation": "one-action] Interact; Effect When activated, the rod records anything it sees and hears for 1 minute. Its lens acts as both eye and ear with precise vision and imprecise hearing. This recorded sequence can then be played back as many times as desired, the sights and sounds communicated telepathically to the rod's holder. The rod's recording sequence can be triggered manually by a person holding it, or it can be programmed to begin recording automatically in response to a specified stimulus, such as nearby movement or a specific trigger word spoken in its vicinity. For basic recording rods, once activated, the rod records for 1 minute, after which it loses its recording ability but can replay that same scene over and over. Rarer and more expensive reusable versions of the recording rod operate similarly, but the recording function can be enabled a second time by permanently erasing the memory currently stored on the rod. A reusable recording rod lacks the consumable trait." + }, + { + "name": "Recording Rod (Reusable)", + "trait": "Consumable, Divination, Magical, Scrying, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "1", + "url": "/Equipment.aspx?ID=803", + "summary": "This smooth metal bar is short enough to fit in one hand. It has several inset gemstone buttons on one end and a small lens on the other. Popular with law enforcement and blackmailers alike, recording rods allow users to capture and replay incriminating scenes and are often concealed and triggered covertly to avoid raising the subject's suspicion.", + "activation": "one-action] Interact; Effect When activated, the rod records anything it sees and hears for 1 minute. Its lens acts as both eye and ear with precise vision and imprecise hearing. This recorded sequence can then be played back as many times as desired, the sights and sounds communicated telepathically to the rod's holder. The rod's recording sequence can be triggered manually by a person holding it, or it can be programmed to begin recording automatically in response to a specified stimulus, such as nearby movement or a specific trigger word spoken in its vicinity. For basic recording rods, once activated, the rod records for 1 minute, after which it loses its recording ability but can replay that same scene over and over. Rarer and more expensive reusable versions of the recording rod operate similarly, but the recording function can be enabled a second time by permanently erasing the memory currently stored on the rod. A reusable recording rod lacks the consumable trait." + }, + { + "name": "Recovery Bladder", + "trait": "Consumable, Rare", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L 8 if inflated", + "url": "/Equipment.aspx?ID=1264", + "summary": "Tattletail developed this tether-covered bladder to help divers in Anuli's Crater Lake recover heavy salvage or escape dangerous underwater beasts. Pulling the ripcord causes a small, pressurized air tank to instantly inflate the bladder to the size of a rowboat, forcing up to 16 Bulk of attached items or creatures to jet to the surface of the water at a rate of 60 feet per round. Pulling the ripcord, or removing or affixing something to one of the many tethers on the recovery bladder, takes an Interact action. A recovery bladder can only be used once, as the quick inflation permanently stretches the bladder, and only a few tinkerers have the skills and equipment to refill a pressurized air tank.", + "activation": "one-action] Interact" + }, + { + "name": "Red Hand's Satchel", + "trait": "Artifact, Divine, Extradimensional, Invested, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3757", + "summary": " Red Hand’s Satchel is an alchemist’s haversack , with a main section containing an extradimensional space like that of a type IV spacious …", + "activation": "Instant Alchemy [two-actions] (manipulate); Frequency once per hour; Effect You name and then produce a common alchemical item of any level up to level 20 from the satchel’s main compartment. This item has the infused trait and remains potent for 24 hours. Make a flat check with a DC equal to the alchemical item’s level. On failure, you can’t activate Red Hand’s Satchel in this way until the next time you make your daily preparations." + }, + { + "name": "Red Thread Knot", + "trait": "Invested, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3135", + "summary": "This small length of red thread is knotted six times, with a loop at each end so it can either be worn as a bracelet or anklet, or hung from a strap. ", + "activation": "reaction] envision; Trigger You critically fail a save; Effect The knot unties one of its six knots, altering your fate in the process. Treat your saving throw as if you failed the check rather than critically failed the check. This is a fortune effect. Once the sixth knot unties, it becomes a non-magical red thread." + }, + { + "name": "Red-Handed Missive", + "trait": "Consumable, Curse, Magical, Missive", + "item_category": "Consumables", + "item_subcategory": "Missive", + "bulk": "", + "url": "/Equipment.aspx?ID=2065", + "summary": "Composed to look like an important document, a red-handed missive is a trap used by those who suspect someone has been going through their correspondence. If activated, the missive dissolves into red dye that coats anything touching the missive. Magic in the dye prevents it from washing off for 1 week.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Red-Rib Gill Mask (Greater)", + "trait": "Alchemical, Consumable, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1447", + "summary": "This mask is made from the gills of the red-rib salamander, an amphibious creature unique to Terwa Lake. Once activated, the mask intensifies the odors of gaseous toxins, allowing you to automatically detect toxic fumes within 30 feet and their approximate source (making the source undetected instead of unnoticed). You can't wear other masks while you're wearing a red-rib gill mask.", + "activation": "one-action] Interact" + }, + { + "name": "Red-Rib Gill Mask (Lesser)", + "trait": "Alchemical, Consumable, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1447", + "summary": "This mask is made from the gills of the red-rib salamander, an amphibious creature unique to Terwa Lake. Once activated, the mask intensifies the odors of gaseous toxins, allowing you to automatically detect toxic fumes within 30 feet and their approximate source (making the source undetected instead of unnoticed). You can't wear other masks while you're wearing a red-rib gill mask.", + "activation": "one-action] Interact" + }, + { + "name": "Red-Rib Gill Mask (Moderate)", + "trait": "Alchemical, Consumable, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1447", + "summary": "This mask is made from the gills of the red-rib salamander, an amphibious creature unique to Terwa Lake. Once activated, the mask intensifies the odors of gaseous toxins, allowing you to automatically detect toxic fumes within 30 feet and their approximate source (making the source undetected instead of unnoticed). You can't wear other masks while you're wearing a red-rib gill mask.", + "activation": "one-action] Interact" + }, + { + "name": "Redpitch Bomb (Greater)", + "trait": "Alchemical, Bomb, Consumable, Fire, Rare, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=906", + "summary": "Sap from redpitch pines, if properly distilled into a gummy, incendiary mass, ignites when exposed to the air. A redpitch bomb deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 bonus on attack rolls. The bomb deals 3 fire damage, 3d4 persistent fire damage , and 3 fire splash damage. On a critical hit, the …" + }, + { + "name": "Redpitch Bomb (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Fire, Rare, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=906", + "summary": "Sap from redpitch pines, if properly distilled into a gummy, incendiary mass, ignites when exposed to the air. A redpitch bomb deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1 fire damage, 1d4 persistent fire damage , and 1 fire splash damage. On a critical hit, the target is clumsy 1 until the start of …" + }, + { + "name": "Redpitch Bomb (Major)", + "trait": "Alchemical, Bomb, Consumable, Fire, Rare, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=906", + "summary": "Sap from redpitch pines, if properly distilled into a gummy, incendiary mass, ignites when exposed to the air. A redpitch bomb deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 bonus on attack rolls. The bomb deals 4 fire damage, 4d4 persistent fire damage , and 4 fire splash damage. On a critical hit, the …" + }, + { + "name": "Redpitch Bomb (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Fire, Rare, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=906", + "summary": "Sap from redpitch pines, if properly distilled into a gummy, incendiary mass, ignites when exposed to the air. A redpitch bomb deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2 fire damage, 2d4 persistent fire damage , and 2 fire splash damage. On a critical hit, …" + }, + { + "name": "Redsand Hourglass", + "trait": "Artifact, Divine, Transmutation, Unique", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1815", + "summary": "This platinum hourglass is filled with red sand, is decorated with imagery of roses and whippoorwills with tiny black onyx eyes, and has the ability to manipulate time. Once used by Pharasma herself, the Redsand Hourglass was stolen from Pharasma's court a millennia ago. While the hourglass is in your possession, you're immune to the paralyzed, slowed, and stunned conditions.", + "activation": "three-actions] Interact (divine, transmutation); Frequency once per week; Effect You flip the hourglass sideways, pausing time for everyone but yourself. You cast time stop." + }, + { + "name": "Reducer Round", + "trait": "Consumable, Magical, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1603", + "summary": "This bullet is fashioned from a rubbery substance and stamped with the image of a diminutive ant twitching in surprise. The bullet deals no damage on a successful hit. Instead, the target must attempt a DC 19 Fortitude save.", + "activation": "one-action] Interact" + }, + { + "name": "Refined Pesh", + "trait": "Alchemical, Consumable, Drug, Ingested, Inhaled, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=626", + "summary": "When eaten or smoked, pesh gives users a sense of well-being, sometimes with hallucinations, aggression, and exhaustion. Saving Throw DC 12 …", + "activation": "one-action] Interact" + }, + { + "name": "Reflected Moonlight Fulu", + "trait": "Consumable, Fortune, Fulu, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2041", + "summary": "An acolyte accidentally left fulu paper outdoors overnight during a divine ceremony to Tsukiyo conducted only during a supermoon, creating the first reflected moonlight fulu. When you Activate this fulu, you reroll your saving throw against the triggering effect and take the better result. If this new roll is a critical success, the effect is reflected on its creator, who's treated as the effect's target, with any void damage converted to vitality damage. A reflected effect or spell affects only the original creator, even if it was an area spell or one that affects more than one creature.", + "activation": "reaction] (concentrate); Trigger You fail to save against a death or void effect." + }, + { + "name": "Reflecting Shard", + "trait": "Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2111", + "summary": "This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell back at its caster with spell riposte, using your Athletics modifier for the counteract check. The talisman’s counteract rank is 7th.", + "activation": "reaction] (concentrate); Trigger You are targeted by a spell of 5th rank or lower; Requirements You're a master in Athletics, and you have the affixed shield raised." + }, + { + "name": "Reflecting Shard (Greater)", + "trait": "Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2111", + "summary": "This mirrored metal fragment is bolted or welded to the face of the affixed shield. When you Activate it, you attempt to reflect the triggering spell back at its caster with spell riposte, using your Athletics modifier for the counteract check. The talisman’s counteract rank is 7th.", + "activation": "reaction] (concentrate); Trigger You are targeted by a spell of 5th rank or lower; Requirements You're a master in Athletics, and you have the affixed shield raised." + }, + { + "name": "Reflexive Tattoo", + "trait": "Invested, Magical, Necromancy, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1291", + "summary": "This subtle pattern of complex dots, sunbursts, and lines is difficult to make out, as it's a near match for the wearer's skin tone. Serving as a barrier facing inward, this tattoo prevents ostentatious expressions of spells that are internal to you, making them easier to hide.", + "activation": "one-action] Interact (concentrate, manipulate, metamagic); Frequency once per day; Effect If the next action you use is to Cast a Spell of 2nd level or lower that affects or targets only you, you can hide that you're casting it. This has the same effect as the Conceal Spell feat." + }, + { + "name": "Reinforced Surcoat", + "trait": "Adjustment, Uncommon", + "item_category": "Adjustments", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1429", + "summary": "This surcoat is made of thick fabric and light chain, designed to protect vital areas. When you are critically hit by an attack, you gain physical resistance equal to 2 + the value of the armor's potency rune against the attack's damage. If the armor is in the chain armor group and you have its armor specialization effect, you instead increase the physical resistance from the chain armor specialization by 2. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit. However, the reinforced surcoat increases the Speed penalty of your armor by 5 feet." + }, + { + "name": "Reinforced Wheels", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "Mobility Devices", + "bulk": "", + "url": "/Equipment.aspx?ID=1362", + "summary": "The chair's wheels have been reinforced with tough, metal rims or a metal cap. While in the chair, you gain a wheel Strike. Your wheel deals 1d4 bludgeoning damage and has the agile, attached, and free-hand traits. A reinforced wheel is a simple melee weapon in the club weapon group. You can etch weapon runes onto reinforced wheels. A wheelchair can only have one attached weapon." + }, + { + "name": "Reinforcing Rune (Greater)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Shield Rune", + "bulk": "", + "url": "/Equipment.aspx?ID=2811", + "summary": "The shield’s Hardness increases by 5, it gains an additional 80 Hit Points, and its BT increases by 40 (maximum 15 Hardness, 120 HP, and 60 BT)." + }, + { + "name": "Reinforcing Rune (Lesser)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Shield Rune", + "bulk": "", + "url": "/Equipment.aspx?ID=2811", + "summary": "The shield’s Hardness increases by 3, it gains an additional 52 Hit Points, and its BT increases by 26 (maximum 10 Hardness, 80 HP, and 40 BT)." + }, + { + "name": "Reinforcing Rune (Major)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Shield Rune", + "bulk": "", + "url": "/Equipment.aspx?ID=2811", + "summary": "The shield’s Hardness increases by 5, it gains an additional 84 Hit Points, and its BT increases by 42 (maximum 17 Hardness, 136 HP, and 68 BT)." + }, + { + "name": "Reinforcing Rune (Minor)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Shield Rune", + "bulk": "", + "url": "/Equipment.aspx?ID=2811", + "summary": "The shield’s Hardness increases by 3, it gains an additional 44 Hit Points, and its BT increases by 22 (maximum 8 Hardness, 64 HP, and 32 BT)." + }, + { + "name": "Reinforcing Rune (Moderate)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Shield Rune", + "bulk": "", + "url": "/Equipment.aspx?ID=2811", + "summary": "The shield’s Hardness increases by 3, it gains an additional 64 Hit Points, and its BT increases by 32 (maximum 13 Hardness, 104 HP, and 52 BT)." + }, + { + "name": "Reinforcing Rune (Supreme)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Shield Rune", + "bulk": "", + "url": "/Equipment.aspx?ID=2811", + "summary": "The shield’s Hardness increases by 7, it gains an additional 108 Hit Points, and its BT increases by 54 (maximum 20 Hardness, 160 HP, and 80 BT)." + }, + { + "name": "Religious Symbol (Silver)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2745", + "summary": "This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol to use certain abilities. A religious symbol can be worn on the body on a chain or pin, or can be held." + }, + { + "name": "Religious Symbol (Wooden)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2745", + "summary": "This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol to use certain abilities. A religious symbol can be worn on the body on a chain or pin, or can be held." + }, + { + "name": "Religious Text", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2746", + "summary": "This manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text to use certain abilities. A religious text must be held in one hand to use it." + }, + { + "name": "Remote Trigger", + "trait": "Alchemical", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "L", + "url": "/Equipment.aspx?ID=1983", + "summary": "This trigger array uses percussive alchemical caps and crystals to remotely detonate alchemical bombs through harmonic vibrations. You can Interact to flip up a switch on the trigger, causing it to emit infrasonic pulses that attune it to one alchemical bomb over the course of 10 minutes. The trigger can be attuned to up to three bombs at a time.", + "activation": "one-action] (manipulate); Effect The trigger detonates any number of attuned bombs within 60 feet of it. You choose which ones to detonate. A bomb detonated by remote trigger deals its splash damage to any creature in its square." + }, + { + "name": "Rending Snare", + "trait": "Consumable, Kobold, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3381", + "summary": "Sharp metal jaws wind tightly into the pressure plate mechanism of this snare. When triggered, the jaws clamp shut and spin, damaging limbs in the process. The snare deals 10d8 piercing damage to the first creature to enter the square; that creature must attempt a DC 34 Reflex save." + }, + { + "name": "Repair Toolkit", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2747", + "summary": "A repair toolkit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair toolkit to Repair items using the Crafting skill. You can draw and replace a worn repair toolkit as part of the action that uses it." + }, + { + "name": "Repair Toolkit (Superb)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2747", + "summary": "A repair toolkit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair toolkit to Repair items using the Crafting skill. You can draw and replace a worn repair toolkit as part of the action that uses it." + }, + { + "name": "Repeater bandolier", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3987", + "summary": "This leather bandolier holds up to three magazines for repeating weapons in leather pockets that pop open with the quick flick of a thumb. You can replace a magazine in a repeating weapon with a magazine from a worn bandolier faster, reducing the number of Interact actions required by 1. You can wear only one repeater bandolier at a time." + }, + { + "name": "Replacement Filter (Level 1)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=877", + "summary": "This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled with purifying agents contained between various perforated walls. The purifier attempts to counteract poisons and other toxins present in water or any other liquid poured into it. Alchemically-treated replacement filters can be purchased to more effectively filter out more dangerous substances, using the filter's listed level as the counteract level. The counteract modifier is +5 for the level 1 filter, +9 for the level 5 filter, and +17 for the level 10 filter. If you pour a liquid other than water, such as a potion or beverage, into the purifier, the filtration process negates the liquid's effects and ruins the taste. The center of the tube can be unscrewed from the ends to access and replace the chambers of purifying agents. Each filter can be used to cleanse up to 10 gallons of water at a rate of about 1 gallon every 20 minutes." + }, + { + "name": "Replacement Filter (Level 10)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=877", + "summary": "This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled with purifying agents contained between various perforated walls. The purifier attempts to counteract poisons and other toxins present in water or any other liquid poured into it. Alchemically-treated replacement filters can be purchased to more effectively filter out more dangerous substances, using the filter's listed level as the counteract level. The counteract modifier is +5 for the level 1 filter, +9 for the level 5 filter, and +17 for the level 10 filter. If you pour a liquid other than water, such as a potion or beverage, into the purifier, the filtration process negates the liquid's effects and ruins the taste. The center of the tube can be unscrewed from the ends to access and replace the chambers of purifying agents. Each filter can be used to cleanse up to 10 gallons of water at a rate of about 1 gallon every 20 minutes." + }, + { + "name": "Replacement Filter (Level 5)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=877", + "summary": "This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled with purifying agents contained between various perforated walls. The purifier attempts to counteract poisons and other toxins present in water or any other liquid poured into it. Alchemically-treated replacement filters can be purchased to more effectively filter out more dangerous substances, using the filter's listed level as the counteract level. The counteract modifier is +5 for the level 1 filter, +9 for the level 5 filter, and +17 for the level 10 filter. If you pour a liquid other than water, such as a potion or beverage, into the purifier, the filtration process negates the liquid's effects and ruins the taste. The center of the tube can be unscrewed from the ends to access and replace the chambers of purifying agents. Each filter can be used to cleanse up to 10 gallons of water at a rate of about 1 gallon every 20 minutes." + }, + { + "name": "Repulsion Resin", + "trait": "Consumable, Divine, Ingested, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=832", + "summary": "This clear, tasteless tar causes the victim to emit waves of harmful mental energy that repel other creatures. Desperate users might consume this poison to keep enemies at bay despite the poison's debilitating effects. While you're stupefied from this poison, a creature that starts its turn within 10 feet of you or approaches within 10 feet of you must attempt a DC 35 Will saving throw. On a failure, the creature can't voluntarily move closer to you; this is a mental effect. Once the approaching creature has attempted to save, it uses the same result for all saves from that dose of repulsion resin.", + "activation": "one-action] Interact" + }, + { + "name": "Researcher (Level 1; trained)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Researcher", + "bulk": "", + "url": "/Equipment.aspx?ID=880", + "summary": "In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can be hired to do research for you or aid you in your own research. Each researcher specializes in a particular subject such as flora native to the Mwangi Expanse, leaders of the First Mendevian Crusade, or Absalom shipping routes. If you plan to hire a researcher, you must hire one for the appropriate subject. The GM can decide that an appropriate researcher is unavailable in a given location, requiring you to look elsewhere for a researcher." + }, + { + "name": "Researcher (Level 2)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Researcher", + "bulk": "", + "url": "/Equipment.aspx?ID=880", + "summary": "In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can be hired to do research for you or aid you in your own research. Each researcher specializes in a particular subject such as flora native to the Mwangi Expanse, leaders of the First Mendevian Crusade, or Absalom shipping routes. If you plan to hire a researcher, you must hire one for the appropriate subject. The GM can decide that an appropriate researcher is unavailable in a given location, requiring you to look elsewhere for a researcher." + }, + { + "name": "Researcher (Level 3; expert)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Researcher", + "bulk": "", + "url": "/Equipment.aspx?ID=880", + "summary": "In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can be hired to do research for you or aid you in your own research. Each researcher specializes in a particular subject such as flora native to the Mwangi Expanse, leaders of the First Mendevian Crusade, or Absalom shipping routes. If you plan to hire a researcher, you must hire one for the appropriate subject. The GM can decide that an appropriate researcher is unavailable in a given location, requiring you to look elsewhere for a researcher." + }, + { + "name": "Researcher (Level 4)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Researcher", + "bulk": "", + "url": "/Equipment.aspx?ID=880", + "summary": "In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can be hired to do research for you or aid you in your own research. Each researcher specializes in a particular subject such as flora native to the Mwangi Expanse, leaders of the First Mendevian Crusade, or Absalom shipping routes. If you plan to hire a researcher, you must hire one for the appropriate subject. The GM can decide that an appropriate researcher is unavailable in a given location, requiring you to look elsewhere for a researcher." + }, + { + "name": "Researcher (Level 5)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Researcher", + "bulk": "", + "url": "/Equipment.aspx?ID=880", + "summary": "In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can be hired to do research for you or aid you in your own research. Each researcher specializes in a particular subject such as flora native to the Mwangi Expanse, leaders of the First Mendevian Crusade, or Absalom shipping routes. If you plan to hire a researcher, you must hire one for the appropriate subject. The GM can decide that an appropriate researcher is unavailable in a given location, requiring you to look elsewhere for a researcher." + }, + { + "name": "Researcher (Level 6)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Researcher", + "bulk": "", + "url": "/Equipment.aspx?ID=880", + "summary": "In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can be hired to do research for you or aid you in your own research. Each researcher specializes in a particular subject such as flora native to the Mwangi Expanse, leaders of the First Mendevian Crusade, or Absalom shipping routes. If you plan to hire a researcher, you must hire one for the appropriate subject. The GM can decide that an appropriate researcher is unavailable in a given location, requiring you to look elsewhere for a researcher." + }, + { + "name": "Researcher (Level 7; master)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Researcher", + "bulk": "", + "url": "/Equipment.aspx?ID=880", + "summary": "In cities all around the world you can find temples, city archives, and organizations like the Pathfinder Society where scholars and librarians can be hired to do research for you or aid you in your own research. Each researcher specializes in a particular subject such as flora native to the Mwangi Expanse, leaders of the First Mendevian Crusade, or Absalom shipping routes. If you plan to hire a researcher, you must hire one for the appropriate subject. The GM can decide that an appropriate researcher is unavailable in a given location, requiring you to look elsewhere for a researcher." + }, + { + "name": "Resilient", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Fundamental Armor Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2786", + "summary": "Resilient runes imbue armor with additional protective magic. This grants the wearer a +1 item bonus to saving throws. You can upgrade the resilient rune already etched on a suit of armor using the normal process for upgrading items and runes." + }, + { + "name": "Resilient (Greater)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Fundamental Armor Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2786", + "summary": "Resilient runes imbue armor with additional protective magic. This grants the wearer a +1 item bonus to saving throws. You can upgrade the resilient rune already etched on a suit of armor using the normal process for upgrading items and runes." + }, + { + "name": "Resilient (Major)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Fundamental Armor Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2786", + "summary": "Resilient runes imbue armor with additional protective magic. This grants the wearer a +1 item bonus to saving throws. You can upgrade the resilient rune already etched on a suit of armor using the normal process for upgrading items and runes." + }, + { + "name": "Resolute Mind Wrap", + "trait": "Abjuration, Invested, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3136", + "summary": "The followers of the Tan Sugi monastery understood the value of protecting the mind from the intrusion of violence and anger and infused this strip of striped green and brown cloth with their beliefs. Wrapped around the head, the stripes almost evoke the patterns of sugi branches coiled around the wearer's skull. The resolute mind wrap grants you resistance 5 against mental damage. .", + "activation": "reaction] envision; Frequency once per day; Trigger You attempt a Will saving throw against a mental effect; Effect The resolute mind wrap clings more tightly to your head, granting you a +1 item bonus to your Will saving throw. If you succeed at this saving throw, the resistance to mental damage granted by the resolute mind wrap increases to 10 for 1 minute." + }, + { + "name": "Resonant Guitar", + "trait": "Magical, Metal, Sonic, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2616", + "summary": "Every part of this dark, shining guitar, from the strings to the soundboard, is constructed of metal. When the strings are strummed, the gilding on the guitar ripples like a liquid. A resonant guitar is a virtuoso handheld musical instrument that grants a +2 item bonus to Performance checks attempted while using it.", + "activation": "Chord of Protection [reaction] (manipulate); Frequency once per day; Trigger A creature within 30 feet of you targets you or an ally with a melee attack; Effect You strike a piercing chord, putting up an invisible sound barrier between the target and the attacker. The target gains a +2 status bonus to AC against the triggering attack. If the Strike still hits, the barrier breaks, dealing 3d10 sonic damage to the attacker." + }, + { + "name": "Resonating Ammunition", + "trait": "Consumable, Evocation, Magical, Sonic", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1031", + "summary": "The end of this ammunition is a metallic tuning fork with magical etchings. When an activated resonating arrow hits its target, the tuning fork resonates with residual energy from the shot, transforming it into dangerous sound waves. This deals 5d10 sonic damage to the target and each creature within 10 feet of it with a basic DC 28 Fortitude save.", + "activation": "one-action] Interact" + }, + { + "name": "Resonating Crystal Boots", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3774", + "summary": "These supple leather boots are studded with tiny crystals. ", + "activation": "Chiming Steps [one-action] (auditory, concentrate, sonic); Frequency once per day; Effect Stride up to half your Speed. The crystals ring out with pleasant-sounding chimes that reverberate painfully in the ears of others. Each creature that you pass adjacent to during your Stride takes 4d8 sonic damage (DC 24 basic Fortitude save); a creature takes this damage only once. A creature who critically fails the save is also deafened for 1 minute." + }, + { + "name": "Resonating Fork", + "trait": "Magical, Sonic, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2237", + "summary": "This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast painful vibrations." + }, + { + "name": "Resonating Fork (Greater)", + "trait": "Magical, Sonic, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2237", + "summary": "This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast painful vibrations." + }, + { + "name": "Resonating Fork (Major)", + "trait": "Magical, Sonic, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2237", + "summary": "This two-pronged fork of metal emits a constant low hum, vibrating slightly when touched. The spell attack roll of any spell cast by activating this item is +9, and the spell DC is 19.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast painful vibrations." + }, + { + "name": "Restful Sleep Fulu", + "trait": "Consumable, Enchantment, Fulu, Magical, Necromancy", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=982", + "summary": "This fulu depicts the five-spoke wheel of Qi Zhong, god of magic and medicine, and burns away slowly, like incense. If you fall asleep within the fulu's duration, you regain double the amount of Hit Points you usually gain from resting. You also gain a +2 status bonus to saves against mental effects that occur in your dreams, such as the nightmare spell.", + "activation": "free-action] envision" + }, + { + "name": "Restful Tent", + "trait": "Enchantment, Magical", + "item_category": "Other", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1071", + "summary": "This four-person tent provides several benefits for those who rest within. The climate inside the tent is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater can still damage or destroy the tent. Mundane pests such as solitary ordinary insects avoid the tent, though swarms and giant insects can attack the tent as normal. Once you pitch the tent, only you can easily move it; any other creatures must succeed at a DC 20 Athletics check to do so. Finally, the tent automatically camouflages with its surroundings, requiring a Searching creature to succeed at a DC 22 Perception check to notice it." + }, + { + "name": "Resurrection Tea", + "trait": "Consumable, Magical, Necromancy, Potion, Tea, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Tea", + "bulk": "L", + "url": "/Equipment.aspx?ID=3145", + "summary": "Resurrection tea was named for its repugnant taste, said to be “strong enough to kill the living,” and its incredible medicinal properties “powerful enough to raise the dead.” The primary ingredients in this medicinal tea are ginseng and jujubes, enhanced with additional herbs, shaved deer antlers, sugi tree bark, and a variety of mushrooms stewed for several hours in a large pot to form a brown, pulpy, and viscous liquid. The bitterness and earthy taste make the tea rather unappetizing. The tea restores 2d8+5 Hit Points, and you reduce the DC of recovery checks by 1 for 8 hours.", + "activation": "one-action] Interact or 10 minutes (concentrate, Interact)" + }, + { + "name": "Retaliation (Greater)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2303", + "summary": "Nethys Note: This rune was not reprinted in the remastered Treasure Vault book.", + "activation": "free-action] (concentrate); Frequency once per hour; Trigger You Shield Block a melee Strike; Effect You unleash force damage against the creature that made the triggering attack. This attack deals 4d4 force damage (DC 20 basic Reflex save)." + }, + { + "name": "Retaliation (Lesser)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2303", + "summary": "Nethys Note: This rune was not reprinted in the remastered Treasure Vault book. Shields with a retaliation rune use the impact of weapons to …", + "activation": "free-action] (concentrate); Frequency once per hour; Trigger You Shield Block a melee Strike; Effect You unleash force damage against the creature that made the triggering attack. This attack deals 4d4 force damage (DC 20 basic Reflex save)." + }, + { + "name": "Retaliation (Major)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2303", + "summary": "Nethys Note: This rune was not reprinted in the remastered Treasure Vault book.", + "activation": "free-action] (concentrate); Frequency once per hour; Trigger You Shield Block a melee Strike; Effect You unleash force damage against the creature that made the triggering attack. This attack deals 4d4 force damage (DC 20 basic Reflex save)." + }, + { + "name": "Retaliation (Moderate)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2303", + "summary": "Nethys Note: This rune was not reprinted in the remastered Treasure Vault book.", + "activation": "free-action] (concentrate); Frequency once per hour; Trigger You Shield Block a melee Strike; Effect You unleash force damage against the creature that made the triggering attack. This attack deals 4d4 force damage (DC 20 basic Reflex save)." + }, + { + "name": "Retribution", + "trait": "Artifact, Divine, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3758", + "summary": " Retribution is a +3 greater striking keen shifting wounding war razor . Once Retribution is restored, it becomes a +3 …", + "activation": "reaction] Reflect Curse; Frequency once per hour; Trigger You are about to attempt a saving throw against a curse; Effect If you succeed or critically succeed against the curse, it is reflected back to its source and it does not affect you; the source must then attempt a saving throw against the curse." + }, + { + "name": "Retrieval Belt", + "trait": "Extradimensional, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3102", + "summary": "This belt is covered in small pouches that clasp with buttons of painstakingly carved stone. The belt is tied to an extradimensional space that can hold one item of 1 Bulk or less. Anyone holding the belt can sense its contents, but only those who've invested it can store or retrieve items. Many retrieval belts are found with an item already inside.", + "activation": "Retrieve Item [free-action] (manipulate); Requirements An item is stored in the belt and you have a free hand; Effect The item stored in the belt appears in your hand. Neither Store Item nor Retrieve Item can be activated again for 1 minute." + }, + { + "name": "Retrieval Belt (Greater)", + "trait": "Extradimensional, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3102", + "summary": "This belt is covered in small pouches that clasp with buttons of painstakingly carved stone. The belt is tied to an extradimensional space that can hold one item of 1 Bulk or less. Anyone holding the belt can sense its contents, but only those who've invested it can store or retrieve items. Many retrieval belts are found with an item already inside.", + "activation": "Retrieve Item [free-action] (manipulate); Requirements An item is stored in the belt and you have a free hand; Effect The item stored in the belt appears in your hand. Neither Store Item nor Retrieve Item can be activated again for 1 minute." + }, + { + "name": "Retrieval Belt (Major)", + "trait": "Extradimensional, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3102", + "summary": "This belt is covered in small pouches that clasp with buttons of painstakingly carved stone. The belt is tied to an extradimensional space that can hold one item of 1 Bulk or less. Anyone holding the belt can sense its contents, but only those who've invested it can store or retrieve items. Many retrieval belts are found with an item already inside.", + "activation": "Retrieve Item [free-action] (manipulate); Requirements An item is stored in the belt and you have a free hand; Effect The item stored in the belt appears in your hand. Neither Store Item nor Retrieve Item can be activated again for 1 minute." + }, + { + "name": "Retrieval Prism", + "trait": "Conjuration, Consumable, Magical, Talisman, Teleportation", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1032", + "summary": "This triangular prism showing swirling black patterns inside constantly moves around on your armor, no matter where you affix it. As part of the process of Affixing this Talisman, you attune it to a single item of 1 Bulk or less. When you activate this talisman, the attuned item immediately teleports into your hand.", + "activation": "free-action] command; Requirements You have a free hand." + }, + { + "name": "Retrieval Prism (Greater)", + "trait": "Conjuration, Consumable, Magical, Talisman, Teleportation", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1032", + "summary": "You don't need to attune the prism. It can retrieve any item in your possession of 1 Bulk or less, chosen when you activate the prism.", + "activation": "free-action] command; Requirements You have a free hand." + }, + { + "name": "Returning", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2845", + "summary": "When you make a thrown Strike with this weapon, it flies back to your hand after the Strike is complete. If your hands are full when the weapon returns, it falls to the ground in your space." + }, + { + "name": "Revealing Mist (Greater)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1943", + "summary": "Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone when sprayed. It doesn't affect visibility but causes invisible creatures in the area to be concealed rather than undetected. Revealing mist is ineffective in water or in areas with other factors affecting the spread of the mist, as determined by the GM. It remains in the area for 1 minute or until any significant wind disperses it, whichever comes first.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Revealing Mist (Lesser)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1943", + "summary": "Kept in an airtight spray bottle, revealing mist is an alchemical concoction that creates a sticky and clinging mist of chemicals in a 15-foot cone when sprayed. It doesn't affect visibility but causes invisible creatures in the area to be concealed rather than undetected. Revealing mist is ineffective in water or in areas with other factors affecting the spread of the mist, as determined by the GM. It remains in the area for 1 minute or until any significant wind disperses it, whichever comes first.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Reverberating Stone", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2112", + "summary": "This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the talisman, the gem shatters, releasing a powerful shockwave in a 15-foot cone that must include the enemy who struck the triggering blow, if possible. Each creature in the cone takes 2d6 sonic damage with a DC 28 basic Fortitude save. Any creature that fails its save is pushed 5 feet away from you (or 10 feet on a critical failure).", + "activation": "free-action] (concentrate); Trigger You use the affixed shield to Shield Block a melee attack; Requirements You're a master in Athletics, and you have the affixed shield raised." + }, + { + "name": "Reverberating Stone (Greater)", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2112", + "summary": "This heavy metal emblem is mounted on the face of the affixed shield and has a dull gray gemstone embedded at its center. When you Activate the talisman, the gem shatters, releasing a powerful shockwave in a 15-foot cone that must include the enemy who struck the triggering blow, if possible. Each creature in the cone takes 2d6 sonic damage with a DC 28 basic Fortitude save. Any creature that fails its save is pushed 5 feet away from you (or 10 feet on a critical failure).", + "activation": "free-action] (concentrate); Trigger You use the affixed shield to Shield Block a melee attack; Requirements You're a master in Athletics, and you have the affixed shield raised." + }, + { + "name": "Rhino Hide Brooch", + "trait": "Abjuration, Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1090", + "summary": "This thick brooch is carved from a single piece of rhino hide. It's lacquered and covered in a thin layer of silver dust. When activated, the talisman grants you resistance 5 to physical damage until the end of the current creature's turn. This resistance applies to the triggering attack.", + "activation": "reaction] envision; Trigger You would take physical damage" + }, + { + "name": "Rhino Shot", + "trait": "Conjuration, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1284", + "summary": "This arrow is made of polished animal horn, with the head of a rhinoceros carved in place of a traditional arrowhead. When an activated rhino shot is fired, the ethereal form of a large rhinoceros takes shape around the projectile. On a successful Strike, the attack deals an additional 2d6 force damage, and the target must succeed at a DC 19 Fortitude save or be knocked prone. If the hit with the rhino shot was a critical success, the target is knocked prone unless it critically succeeds at its save.", + "activation": "one-action] Interact" + }, + { + "name": "Rhinoceros Mask", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2352", + "summary": "Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you Stride at least 10 feet, your next melee Strike before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit." + }, + { + "name": "Rhinoceros Mask (Greater)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2352", + "summary": "Covered with thick armor and bearing a thicker horn, a rhinoceros mask grants you increased momentum. If you Stride at least 10 feet, your next melee Strike before the end of your turn ignores the Hardness of objects with a Hardness of 5 or less. If the object has more than Hardness 5, the mask grants no benefit." + }, + { + "name": "Rhythm Bone", + "trait": "Auditory, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=970", + "summary": "This small, enchanted bone (most often a jaw) is usually capped with metal at its ends. It's activated by striking it against a hard surface.", + "activation": "one-action] Interact; Effect The bone replays its recorded sounds." + }, + { + "name": "Rhythm Bone (Greater)", + "trait": "Auditory, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=970", + "summary": "This small, enchanted bone (most often a jaw) is usually capped with metal at its ends. It's activated by striking it against a hard surface.", + "activation": "one-action] Interact; Effect The bone replays its recorded sounds." + }, + { + "name": "Rhyton of the Radiant Ifrit", + "trait": "Fire, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2607", + "summary": "This exquisite, shimmering rhyton is made from volcanic glass and encrusted with rubies, garnets, and other red gemstones, with a blown glass sculpture of a snakelike fire elemental at its base. It was sculpted as part of a 10-piece set of drinking horns, created to match a powerful ifrit shuyookh's entertaining dinnerware, but it became separated from the rest of the collection. Whether for good or ill, the beautiful glass rhyton still carries tidings from its previous shuyookh owner, and you become their esteemed guest from afar whenever you hold it.", + "activation": "Ifrit's Command [two-actions] (concentrate); Frequency once per day; Effect An ifrit's hospitality always comes with an implied threat. You cause the shuyookh to briefly appear and take its vengeance on those who would hurt you, the genie's “guest.” The shuyookh issues a 6th-rank command that targets all creatures hostile to you in range instead of the usual number of targets. The shuyookh issues the same command to all of them. Each target that fails its save also feels all nourishment leached from it, becoming fatigued as long as it's affected by the command." + }, + { + "name": "Ridill", + "trait": "Artifact, Evocation, Magical, Transmutation, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "4", + "url": "/Equipment.aspx?ID=1473", + "summary": "This 12-foot sword was made by a cyclops in the ancient past. It might be the greatest dragon-killing weapon ever made, and Fafnheir justly fears it, which is why he keeps it hidden in his hoard. Runes of dragon slaying are written down its blade. Ridill is a +3 major striking dragon bane speed adamantine greatsword. While wielding Ridill, you gain a +2 circumstance bonus to saves against fear. This increases to +4 if the effect is from a dragon. If you have an ability that depends on Large weapons (such as barbarian giant instinct), it works with Ridill." + }, + { + "name": "Right of Retribution", + "trait": "Contract, Enchantment, Invested, Magical, Rare", + "item_category": "Contracts", + "item_subcategory": "Infernal Contracts", + "bulk": "", + "url": "/Equipment.aspx?ID=933", + "summary": "Profane powers of vengeance are yours to inflict. Benefit When a creature deals damage to you, you can call out for retribution as a reaction. …" + }, + { + "name": "Rime Crystal", + "trait": "Cold, Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2238", + "summary": "Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast howling blizzard." + }, + { + "name": "Rime Crystal (Greater)", + "trait": "Cold, Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2238", + "summary": "Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast howling blizzard." + }, + { + "name": "Rime Crystal (Major)", + "trait": "Cold, Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2238", + "summary": "Slowly spinning at the center of this crystalline orb is a single snowflake, and its surface remains lightly covered in frost no matter how hot the weather is outside. The spell attack roll of any spell cast by activating this item is +7, and the spell DC is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast howling blizzard." + }, + { + "name": "Rime Jar", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2422", + "summary": "Magical reagents slosh inside this rime-frosted pottery jar the size of a human head. Despite appearing to be rimed in hoarfrost, the jar is warm to the touch. Ilverani wizards create rime jars to sustain themselves during the coldest winter nights.", + "activation": "three-actions] Interact; Effect The jar draws off the cold and warms your body. If you have the fatigued condition caused by exposure to environmental cold, it removes the condition. For 8 hours after applying the rime, you treat extreme cold as severe cold." + }, + { + "name": "Ring of Bestial Friendship", + "trait": "Cursed, Enchantment, Invested, Magical, Unique", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1749", + "summary": "The ring is made from a lock of green hair woven around several small gemstones. The ring of bestial friendship was created by Nyrissa for a specific reason: to allow her pawn Eirikk to manipulate the beasts of the Stolen Lands so as to sow discord among the PCs' nascent kingdom. As long as someone wears it, she can use spells like discern location and scrying on that person as if she possessed a part of their body. This effect does not work in reverse, despite being crafted from a lock of Nyrissa's hair. Instead, any attempt to use the ring as a body part to aid in casting a spell causes the ring instead to explode into a blast of lightning that causes 6d6 electricity damage to all creatures within 20 feet (DC 20 basic Reflex save). This destroys the ring and automatically counteracts the spell effect that triggered the explosion.", + "activation": "two-actions] Interact; Frequency once per day; Effect You cast charm (heightened to 4th level) on an animal or beast within 30 feet. If the spell succeeds, it forms a mental bond between you and the target for the duration of the charm, which allows you to remain aware of the creature's present state, its direction from you, it's distance from you, and any conditions affecting it, as long as you are both on the same plane of existence and are both alive. If you fail to affect the creature with this charm, or once the charm ends (such as if it is counteracted, or its duration expires), the creature becomes enraged and is immune to the ring's charm from that point on. The creature's rage drives it to attack you and grants it a +1 item bonus on all checks and DCs to do so for 1 hour." + }, + { + "name": "Ring of Climbing", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3103", + "summary": "Claw-like prongs on this thick golden band bears extend to dig deep into sheer surfaces when you are Climbing. This ring grants you a climb Speed equal to half your land Speed. Penalties to your Speed (including those from your armor) apply before halving." + }, + { + "name": "Ring of Counterspells", + "trait": "Abjuration, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=454", + "summary": "This ornate silver ring bears two competing geometric designs of brightly colored and wildly clashing inlaid gemstones. A spellcaster can cast a single spell into this ring as long as no spell is currently stored within, expending the normal time, costs, and so forth to Cast the Spell. The spell’s effect doesn’t occur; the spell’s power is instead stored within the ring.", + "activation": "one-action] command; Effect You harmlessly expend the stored spell, having no effect but emptying the ring so that another spell can be cast into it." + }, + { + "name": "Ring of Discretion", + "trait": "Invested, Magical, Visual", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2345", + "summary": "A ring of discretion magically conceals any armor and sheathed weapons you're wearing by either turning them invisible or creating the illusion of ordinary clothes. The ring doesn't change your appearance beyond concealing weapons and armor. As soon as you wield a weapon affected by the ring, the weapon becomes obvious to onlookers and is no longer affected until you sheathe the weapon for at least 1 minute. A creature can use the Seek action to examine you and disbelieve this illusion (DC 15), and it can attempt to do so without using an action each time it hits you with an attack." + }, + { + "name": "Ring of Lies", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3104", + "summary": "This plain silver ring has an almost oily sheen. While wearing the ring, you gain a +2 item bonus to Deception checks. ", + "activation": "Sweeten Lies [two-actions] (manipulate); Frequency once per day; Effect Snapping your fingers on the hand that wears the ring causes the ring to cast honeyed words on you with no visual manifestations of a spell being cast." + }, + { + "name": "Ring of Maniacal Devices", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3437", + "summary": "This magic ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an Interact action to pull a thieves' toolkit from the ring. This toolkit appears in your hand and any part of it folds back into the ring if they would leave your possession. They grant you a +2 item bonus to Thievery checks to Disable a Device and to Pick a Lock, and the ring's insights grant you the same bonus to Crafting checks to Craft and Repair snares and traps.", + "activation": "Fireball Trap 10 minutes (manipulate); Frequency once per day; Effect You create the effects of a rune trap ritual containing fireball. You can have only one trapped rune from a ring of maniacal devices active at a time, even if you have multiple rings, and the rune disappears if you lose your investiture in the ring." + }, + { + "name": "Ring of Maniacal Devices (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3437", + "summary": "This magic ring seems like simple tarnished brass, but it enhances your curiosity about traps and devices of all kinds. You can use an Interact action to pull a thieves' toolkit from the ring. This toolkit appears in your hand and any part of it folds back into the ring if they would leave your possession. They grant you a +2 item bonus to Thievery checks to Disable a Device and to Pick a Lock, and the ring's insights grant you the same bonus to Crafting checks to Craft and Repair snares and traps.", + "activation": "Fireball Trap 10 minutes (manipulate); Frequency once per day; Effect You create the effects of a rune trap ritual containing fireball. You can have only one trapped rune from a ring of maniacal devices active at a time, even if you have multiple rings, and the rune disappears if you lose your investiture in the ring." + }, + { + "name": "Ring of Minor Arcana", + "trait": "Arcane, Evocation, Invested, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=478", + "summary": "This rose-gold ring is adorned in the center by a somewhat ominous-looking horned skull. This ring gives you the power to cast the following innate arcane cantrips any number of times each day: detect magic, mage hand, and prestidigitation. Each is cast as a 1st-level spell. If you are an arcane spellcaster, these can instead be heightened to the level of your cantrips." + }, + { + "name": "Ring of Observation (Greater)", + "trait": "Divination, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2465", + "summary": "This simple gold ring is engraved with eyes and is inlaid with a single amber-colored cat-eye gemstone. While the gemstone itself isn't magical, it gives off the eerie impression that it's watching you. A Firebrand makes use of this ring to determine if they've drawn the attention of locals and guards without the owner giving away the fact that they know others are watching. More powerful versions of the ring help Firebrands escape the sight of others when necessary.", + "activation": "one-action] envision; Frequency once per day; Effect The watchful eye of the cat-eye gemstone remains unmoving but feels as if it's surveying your surroundings. The eye continues this uncanny surveying for 1 minute. During this time, you can use a single action, which has the concentrate trait, to focus on the ring. When you focus on the ring, it grows warm to the touch if you're being intentionally observed by creatures within 30 feet. The ring can only notice creatures that aren't hidden from you and that are intentionally watching you. The ring ignores people who are part of a crowd but aren't actively paying attention to you, for example." + }, + { + "name": "Ring of Observation (Lesser)", + "trait": "Divination, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2465", + "summary": "This simple gold ring is engraved with eyes and is inlaid with a single amber-colored cat-eye gemstone. While the gemstone itself isn't magical, it gives off the eerie impression that it's watching you. A Firebrand makes use of this ring to determine if they've drawn the attention of locals and guards without the owner giving away the fact that they know others are watching. More powerful versions of the ring help Firebrands escape the sight of others when necessary.", + "activation": "one-action] envision; Frequency once per day; Effect The watchful eye of the cat-eye gemstone remains unmoving but feels as if it's surveying your surroundings. The eye continues this uncanny surveying for 1 minute. During this time, you can use a single action, which has the concentrate trait, to focus on the ring. When you focus on the ring, it grows warm to the touch if you're being intentionally observed by creatures within 30 feet. The ring can only notice creatures that aren't hidden from you and that are intentionally watching you. The ring ignores people who are part of a crowd but aren't actively paying attention to you, for example." + }, + { + "name": "Ring of Observation (Moderate)", + "trait": "Divination, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2465", + "summary": "This simple gold ring is engraved with eyes and is inlaid with a single amber-colored cat-eye gemstone. While the gemstone itself isn't magical, it gives off the eerie impression that it's watching you. A Firebrand makes use of this ring to determine if they've drawn the attention of locals and guards without the owner giving away the fact that they know others are watching. More powerful versions of the ring help Firebrands escape the sight of others when necessary.", + "activation": "one-action] envision; Frequency once per day; Effect The watchful eye of the cat-eye gemstone remains unmoving but feels as if it's surveying your surroundings. The eye continues this uncanny surveying for 1 minute. During this time, you can use a single action, which has the concentrate trait, to focus on the ring. When you focus on the ring, it grows warm to the touch if you're being intentionally observed by creatures within 30 feet. The ring can only notice creatures that aren't hidden from you and that are intentionally watching you. The ring ignores people who are part of a crowd but aren't actively paying attention to you, for example." + }, + { + "name": "Ring of Ravenousness", + "trait": "Cursed, Invested, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2385", + "summary": "Carved of acacia wood, a ring of ravenousness is inlaid with a geometric pattern. The ring appears to be a ring of sustenance. Once you invest it, though, it fuses to you, its effects activating immediately. While wearing the ring, you require twice the normal amount of food and drink for a creature your size to avoid starvation and thirst." + }, + { + "name": "Ring of Recalcitrant Wishes", + "trait": "Divination, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=901", + "summary": "This band of interwoven gold and copper, traced with Aklo symbols, is topped with a gleaming, luminescent opal gently bleeding wisps of shadowstuff.", + "activation": "three-actions] command; Effect You attempt to make the ring cast an arcane wish spell. However, if the ring doesn't deem the wish to be sufficiently selfless, the wish isn't cast and the ring can't be activated for 24 hours. You are drained 3, whether or not the ring refuses the wish. Once the wish is cast, the Ring of Recalcitrant Wishes has no powers, though it is rumored that the wearer's death in an act of profound self-sacrifice restores the wish to the ring." + }, + { + "name": "Ring of Sigils", + "trait": "Arcane, Invested", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3105", + "summary": "This silver band is carved with the personal sigils of different individuals, adding one to represent you when you invest it. The ring allows you to cast sigil as an arcane innate cantrip.", + "activation": "Track Sigil [one-action] (manipulate); Frequency once per 10 minutes; Effect You detect the general direction toward the most recent sigil you created using the ring. This activation fails if the sigil is more than 5 miles away or if there's lead or running water between you and the sigil." + }, + { + "name": "Ring of Sigils (Greater)", + "trait": "Arcane, Invested", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3105", + "summary": "This silver band is carved with the personal sigils of different individuals, adding one to represent you when you invest it. The ring allows you to cast sigil as an arcane innate cantrip.", + "activation": "Track Sigil [one-action] (manipulate); Frequency once per 10 minutes; Effect You detect the general direction toward the most recent sigil you created using the ring. This activation fails if the sigil is more than 5 miles away or if there's lead or running water between you and the sigil." + }, + { + "name": "Ring of Sneering Charity", + "trait": "Cursed, Enchantment, Invested, Magical", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1645", + "summary": "This gold ring seems to offer good fortune to the wearer when they are charitable to those in need, but its curse was created to tear societies apart by inflaming class resentments and discrediting good works of true charity." + }, + { + "name": "Ring of Spell Turning", + "trait": "Abjuration, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=458", + "summary": "This golden ring has three diamonds set into its face. ", + "activation": "reaction] envision; Trigger You are targeted by a spell; Effect The ring replicates the effects of an 8th-level spell turning with a counteract modifier of +35, possibly causing the triggering spell to reflect back on its caster. The ring can reflect no more than 9 total levels of spells per day. If you activate the ring to reflect a spell that would exceed this limit, the attempt fails, but the attempted usage of the ring does not count toward the daily limit." + }, + { + "name": "Ring of Stoneshifting", + "trait": "Conjuration, Earth, Invested, Magical, Teleportation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=634", + "summary": "This simple iron ring is faceted with a bulbous geode lined with bright purple crystals. A ring of stoneshifting grants you the ability to ignore difficult terrain caused by rubble or uneven ground made of stone and earth.", + "activation": "minute; Frequency three times per day; Requirements You are standing on at least 5 feet of earthen material (such as stone, soil, clay, or sand); Effect You sink into the ground and emerge at another location within 100 miles. This location must have an earthen surface at least 5 feet deep and you must be able to identify the location precisely by both its position relative to your starting position and its appearance or other identifying features. You can’t carry extradimensional spaces with you to the destination, and if you attempt to do so, the activation fails." + }, + { + "name": "Ring of Sustenance", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3106", + "summary": "This polished wooden ring constantly refreshes your body and mind. You don't need to eat or drink while wearing it, and you need only 2 hours of sleep per day to gain the benefits of 8 hours of sleep. A ring of sustenance doesn't function until it's been worn and invested continuously for a week. Removing it resets this interval." + }, + { + "name": "Ring of Swimming", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3107", + "summary": "This blue metal ring grants you a swim Speed equal to half your land Speed. Penalties to your Speed (including from your armor) apply before halving." + }, + { + "name": "Ring of the Ram", + "trait": "Evocation, Force, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=461", + "summary": "This heavy iron ring is shaped to look like the head of a ram, with curling horns.", + "activation": "one-action] or more (Interact); Frequency once per minute; Effect A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force. The blow deals 2d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save." + }, + { + "name": "Ring of the Ram (Greater)", + "trait": "Evocation, Force, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=461", + "summary": "The ring deals 3d6 force damage per action spent, and the save DC is 32. When you activate the ring using 3 actions, you can disperse the force into multiple magical rams, targeting all creatures in a 30-foot cone instead of one target within 60 feet.", + "activation": "one-action] or more (Interact); Frequency once per minute; Effect A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force. The blow deals 2d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save." + }, + { + "name": "Ring of the Tiger", + "trait": "Invested, Magical, Primal, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1750", + "summary": "This ring, carved from green wood, bears carvings of tigers chasing each other through grasslands and forests. Rings of the tiger are traditionally crafted by Kellids in northeastern Avistan, and are often worn by scouts or explorers. Many barbarians in these regions react poorly to anyone obviously not part of their people who dare to wear such a ring, but ironically have been known to gift these rings to outsiders who have proven their worth—potentially setting up a further clash in the future should that character encounter another group of Kellids who aren't familiar with how the wearer earned the right to wear the ring. A ring of the tiger grants a +1 item bonus on Stealth checks and Perception checks made in outdoor wilderness areas, and it can be activated to momentarily transform the wearer's hand into a tiger's claw.", + "activation": "one-action] Interact; Requirements You aren't carrying anything in the hand on which the ring is worn; Effect Your hand becomes a tiger's claw, granting you an agile claw unarmed attack that inflicts 1d6 slashing damage, and you Strike with the claw. Then the claw turns back to normal." + }, + { + "name": "Ring of the Tiger (Greater)", + "trait": "Invested, Magical, Primal, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1750", + "summary": "This ring, carved from green wood, bears carvings of tigers chasing each other through grasslands and forests. Rings of the tiger are traditionally crafted by Kellids in northeastern Avistan, and are often worn by scouts or explorers. Many barbarians in these regions react poorly to anyone obviously not part of their people who dare to wear such a ring, but ironically have been known to gift these rings to outsiders who have proven their worth—potentially setting up a further clash in the future should that character encounter another group of Kellids who aren't familiar with how the wearer earned the right to wear the ring. A ring of the tiger grants a +1 item bonus on Stealth checks and Perception checks made in outdoor wilderness areas, and it can be activated to momentarily transform the wearer's hand into a tiger's claw.", + "activation": "one-action] Interact; Requirements You aren't carrying anything in the hand on which the ring is worn; Effect Your hand becomes a tiger's claw, granting you an agile claw unarmed attack that inflicts 1d6 slashing damage, and you Strike with the claw. Then the claw turns back to normal." + }, + { + "name": "Ring of the Weary Traveler", + "trait": "Invested, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=479", + "summary": "This fanciful golden ring has an ornate band cast with delicate, swirling decorations and is inlaid with three bright-green emeralds. While wearing this ring, you gain a +10-foot item bonus to your Speed, but only when determining your overland movement per hour.", + "activation": "three-actions] envision, interact; Effect You refresh yourself from fatigue. For 10 minutes, you can ignore the penalties from the fatigued condition. This does not remove the condition, it merely suppresses the penalties and drawbacks of having the condition. If something would cause you to become fatigued again while the ring’s power is in effect, the suppression ends, and you immediately take the penalties again." + }, + { + "name": "Ring of Torag", + "trait": "Abjuration, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1734", + "summary": "This simple golden ring has a large, red gemstone set into it that sparkles with an inner fire. ", + "activation": "reaction] envision; Frequency once per day; Trigger You're targeted by a fire effect; Effect The ring's red gemstone flashes with light, granting you resistance 5 against fire and a +1 status bonus on your AC or saving throw against the fire effect targeting you; these benefits end as soon as the fire effect is resolved." + }, + { + "name": "Ring of Truth", + "trait": "Cursed, Enchantment, Invested, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=607", + "summary": "This ring appears to be a ring of lies, but when invested, close investigation reveals angelic wings and divine creatures hidden on the face of the ring. When you invest the ring, you are rendered unable to tell a deliberate lie, in either speech or writing. If you attempt to omit the truth or phrase things truthfully but deceptively, roll a DC 11 flat check; on a failure, the ring itself blurts out the entire truth (as you believe it) as an answer. Keeping silent does not activate the ring’s curse. Once the curse has activated for the first time, the ring fuses to you." + }, + { + "name": "Ring of Wizardry (Type I)", + "trait": "Arcane, Divination, Invested, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=462", + "summary": "This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry, you gain a +1 item bonus to Arcana checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells." + }, + { + "name": "Ring of Wizardry (Type II)", + "trait": "Arcane, Divination, Invested, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=462", + "summary": "This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry, you gain a +1 item bonus to Arcana checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells." + }, + { + "name": "Ring of Wizardry (Type III)", + "trait": "Arcane, Divination, Invested, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=462", + "summary": "This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry, you gain a +1 item bonus to Arcana checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells." + }, + { + "name": "Ring of Wizardry (Type IV)", + "trait": "Arcane, Divination, Invested, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=462", + "summary": "This ring is made from the purest platinum and is covered in esoteric arcane symbols. It does nothing unless you have a spellcasting class feature with the arcane tradition. While wearing the ring of wizardry, you gain a +1 item bonus to Arcana checks and have two additional 1st-level arcane spell slots each day. You prepare spells in these slots or cast from them spontaneously, just as you normally cast your spells." + }, + { + "name": "Ringmaster's Staff", + "trait": "Illusion, Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=589", + "summary": "This highly polished black wooden staff resembles an aristocrat’s oversized walking cane, complete with a silver head shaped like a large circus animal such as a horse or elephant. Ringmasters or announcers use ringmaster’s staves to draw attention from their audiences or to salvage acts that fall flat mid-performance. While wielding a ringmaster’s staff, your normal voice can be clearly heard by all creatures within 300 feet regardless of intervening barriers or ambient noise, although your voice can’t penetrate magical silence and you can’t use this to extend an auditory or sonic effect through barriers that would otherwise block it.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Ringmaster's Staff (Greater)", + "trait": "Illusion, Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=589", + "summary": "This highly polished black wooden staff resembles an aristocrat’s oversized walking cane, complete with a silver head shaped like a large circus animal such as a horse or elephant. Ringmasters or announcers use ringmaster’s staves to draw attention from their audiences or to salvage acts that fall flat mid-performance. While wielding a ringmaster’s staff, your normal voice can be clearly heard by all creatures within 300 feet regardless of intervening barriers or ambient noise, although your voice can’t penetrate magical silence and you can’t use this to extend an auditory or sonic effect through barriers that would otherwise block it.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Roaring Potion (Greater)", + "trait": "Consumable, Magical, Potion, Sonic", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2091", + "summary": "Ripples move constantly through a roaring potion, a cloudy liquid that growls when you open its container. Drinking it gives you access to two other activations for 1 hour.", + "activation": "one-action] (concentrate); Frequency once every 1d4 rounds; Effect You emit a scream in a 15-foot cone that deals 4d4 sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw." + }, + { + "name": "Roaring Potion (Lesser)", + "trait": "Consumable, Magical, Potion, Sonic", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2091", + "summary": "Ripples move constantly through a roaring potion, a cloudy liquid that growls when you open its container. Drinking it gives you access to two other activations for 1 hour.", + "activation": "one-action] (concentrate); Frequency once every 1d4 rounds; Effect You emit a scream in a 15-foot cone that deals 4d4 sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw." + }, + { + "name": "Roaring Potion (Moderate)", + "trait": "Consumable, Magical, Potion, Sonic", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2091", + "summary": "Ripples move constantly through a roaring potion, a cloudy liquid that growls when you open its container. Drinking it gives you access to two other activations for 1 hour.", + "activation": "one-action] (concentrate); Frequency once every 1d4 rounds; Effect You emit a scream in a 15-foot cone that deals 4d4 sonic damage. Each creature in the area can attempt a DC 24 Fortitude saving throw." + }, + { + "name": "Robe of Eyes", + "trait": "Divination, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=463", + "summary": "This garment appears to be an ordinary robe until donned, at which point numerous strange and alien eyes of varied shapes and colors open and blink across its fabric. While wearing the robe, you gain a +3 item bonus to Perception checks, and you constantly benefit from the effects of a 2nd-level see invisibility spell.", + "activation": "one-action] Interact; Effect You pluck an eye from the robe and toss it into the air, where it turns invisible and floats to a destination you choose, with the same effect as a 5th-level prying eye spell. You can Sustain the Activation just as you would be able to Sustain the Spell." + }, + { + "name": "Robe of Stone", + "trait": "Earth, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2593", + "summary": "A robe of stone, decorated with patterns reminiscent of gems and geodes, constantly sheds tiny amounts of dust. While wearing it, you gain imprecise tremorsense in a radius of 10 feet, and you can speak and read Petran. Also, you can eat earth (soil, sand), gems (crystals, glass), and metal instead of food to meet your daily nutrition requirements. You find eating these materials as pleasant as food—the more valuable, the more delicious.", + "activation": "Become Stone [two-actions] (concentrate, manipulate, polymorph); Frequency once per day; Effect The cloak casts elemental form on you, transforming you into an earth elemental. In addition to the spell's normal effects, you can Burrow through any earthen matter, including rock, moving at the spell's burrow Speed, leaving no tunnels or signs of your passing. Also, the range of the tremorsense you gain from the robe increases to 30 feet." + }, + { + "name": "Robe of the Archmagi", + "trait": "Abjuration, Arcane, Invested, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=464", + "summary": "Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good robes are gold, neutral robes are light blue, and evil robes are red. An evil or good robe gains the appropriate trait. The robes benefit only characters who can cast arcane spells and whose alignment on the good-evil axis matches that of the robe. If your alignment does not match that of the robe, or you are not an arcane spellcaster, you are instead stupefied 2 while wearing a robe of the archmagi. This condition can't be removed in any way until you remove the robe.", + "activation": "reaction] command; Frequency once per day; Trigger You attempt a saving throw against an arcane spell, but you haven’t rolled yet; Effect You automatically succeed at your save against the triggering arcane spell." + }, + { + "name": "Robe of the Archmagi (Greater)", + "trait": "Abjuration, Arcane, Invested, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=464", + "summary": "Embroidered with fine silver thread in ornate arcane patterns, these robes come in one of three colors depending on their attuned alignment. Good robes are gold, neutral robes are light blue, and evil robes are red. An evil or good robe gains the appropriate trait. The robes benefit only characters who can cast arcane spells and whose alignment on the good-evil axis matches that of the robe. If your alignment does not match that of the robe, or you are not an arcane spellcaster, you are instead stupefied 2 while wearing a robe of the archmagi. This condition can't be removed in any way until you remove the robe.", + "activation": "reaction] command; Frequency once per day; Trigger You attempt a saving throw against an arcane spell, but you haven’t rolled yet; Effect You automatically succeed at your save against the triggering arcane spell." + }, + { + "name": "Rock Ripper Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1305", + "summary": "You weave plant matter among loose stones in an area with trees or a ceiling overhead. When a creature enters the square, the snare's square and each adjacent square becomes difficult terrain, and the triggering creature must attempt a DC 19 Reflex saving throw." + }, + { + "name": "Rock-Braced", + "trait": "Abjuration, Dwarf, Magical, Rare, Saggorak", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=527", + "summary": "Rock-braced armor makes you as hard to move as a boulder. Whenever another creature attempts to forcibly move you from your space, you gain a +4 item bonus to your Fortitude DC against the check to move you. If the creature would not normally need to attempt a check to move you, then the creature must succeed at an Athletics check against your Fortitude DC (including the +4 item bonus) or you are unmoved." + }, + { + "name": "Rod of Cancellation", + "trait": "Abjuration, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=742", + "summary": "This powerful magic rod is inimical to all magic. ", + "activation": "two-actions] Interact; Effect You touch the rod to a magical effect or magic item and attempt to counteract the effect or item. Regardless of the result, the rod of cancellation can't be activated again for 2d6 hours. On a success, the effect or item is deactivated for the same amount of time, and its duration, if any, continues to expire during that time. If you choose, you can instead completely drain the rod of cancellation's magic on a success in order to completely drain the magic from the effect or item. If you do, both become completely non-magical and their magic can't be recovered, even by the remake spell." + }, + { + "name": "Rod of Negation", + "trait": "Abjuration, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=264", + "summary": "This long, plain, leaden rod can disrupt magic. ", + "activation": "two-actions] Interact; Effect This rod emits a thin, gray beam that negates a spell or magic item, casting a 6th-level dispel magic spell with a counteract modifier of +23. Once activated, the rod can’t be activated again for 2d6 hours." + }, + { + "name": "Rod of Razors", + "trait": "Rare, Tech", + "item_category": "High-Tech", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=1751", + "summary": "This ornate, polearm-like weapon appears to be a cross between a halberd and a strange scepter of alien design. The rod's blades are edged in adamantine, and its haft is surprisingly elastic and can be used to extend the item's reach in combat dynamically, as needed.", + "activation": "one-action] Strike; Frequency six times per day; Effect You fire a razor-sharp flechette from the rod of razors. This is a ranged weapon attack that has a range of 100 feet, a reload of 0, and the deadly d10 and volley 30 feet traits. The flechette inflicts 3d8 piercing damage on a hit, and belongs to the dart weapon group. The flechette is an adamantine weapon." + }, + { + "name": "Root Boots", + "trait": "Invested, Magical, Rare, Transmutation", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3137", + "summary": "The soles of these plain leather boots look like coils of flattened roots. The boots allow for full-foot flexibility despite their sturdy make and smell faintly of evergreen trees. While worn and invested, your footsteps sound like rustling leaves, granting you a +1 item bonus to Stealth checks in a forest or wooded area.", + "activation": "reaction] envision; Frequency once per day; Trigger You're standing on earth, and something attempts to move you against your will; Effect The roots extend from your boots to grip the ground, granting you a +4 item bonus to your Fortitude DC against effects that attempt to move you, such as Shove or Pull." + }, + { + "name": "Rooting", + "trait": "Magical, Plant, Wood", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2644", + "summary": "Small roots grow along the surface of the weapon, clinging tightly to its contours. On a critical hit with the weapon, roots grow from the target. It's immobilized for 1 round (Escape DC 23) and clumsy 1 for as long as the immobilization lasts." + }, + { + "name": "Rooting (Greater)", + "trait": "Magical, Plant, Wood", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2644", + "summary": "Small roots grow along the surface of the weapon, clinging tightly to its contours. On a critical hit with the weapon, roots grow from the target. It's immobilized for 1 round (Escape DC 23) and clumsy 1 for as long as the immobilization lasts." + }, + { + "name": "Rooting (Major)", + "trait": "Magical, Plant, Wood", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2644", + "summary": "Small roots grow along the surface of the weapon, clinging tightly to its contours. On a critical hit with the weapon, roots grow from the target. It's immobilized for 1 round (Escape DC 23) and clumsy 1 for as long as the immobilization lasts." + }, + { + "name": "Rooting (True)", + "trait": "Magical, Plant, Wood", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2644", + "summary": "Small roots grow along the surface of the weapon, clinging tightly to its contours. On a critical hit with the weapon, roots grow from the target. It's immobilized for 1 round (Escape DC 23) and clumsy 1 for as long as the immobilization lasts." + }, + { + "name": "Rope", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2748", + "summary": "" + }, + { + "name": "Rope of Climbing (Greater)", + "trait": "Magical, Transmutation", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=743", + "summary": "This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion retains its magic.", + "activation": "one-action] Interact; Frequency once per day; Effect You hold one end of the rope and point to a destination. The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can't extend upward without a surface to support it. At any point while the rope is animated, you can use an Interact action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself." + }, + { + "name": "Rope of Climbing (Lesser)", + "trait": "Magical, Transmutation", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=743", + "summary": "This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion retains its magic.", + "activation": "one-action] Interact; Frequency once per day; Effect You hold one end of the rope and point to a destination. The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can't extend upward without a surface to support it. At any point while the rope is animated, you can use an Interact action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself." + }, + { + "name": "Rope of Climbing (Moderate)", + "trait": "Magical, Transmutation", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=743", + "summary": "This silk rope measures 50 feet long and is capable of holding up to 3,000 pounds. If the rope is ever cut, only the longest remaining portion retains its magic.", + "activation": "one-action] Interact; Frequency once per day; Effect You hold one end of the rope and point to a destination. The rope animates for 1 minute, moving 10 feet per round until it reaches the destination or runs out of length. The rope can move across any non-damaging horizontal or vertical surface, but it can't extend upward without a surface to support it. At any point while the rope is animated, you can use an Interact action to wiggle the rope, giving it one of the following commands: stop in place, fasten securely to the nearest available object, detach from an object, or knot or unknot itself." + }, + { + "name": "Rose of Loves Lost", + "trait": "Consumable, Cursed, Enchantment, Evil, Magical", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1646", + "summary": "No thorns are visible on this ruby-red crystal rose, which seems to grant a boon to a loved one, but it draws three beads of blood when first bestowed upon an unwitting recipient. Hags delight in using the rose's curse to ruin young lovers, but it can be found anywhere—even buried innocently in a treasure hoard.", + "activation": "one-action] Interact" + }, + { + "name": "Rovagug's Mud", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2092", + "summary": "Rovagug's mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against incapacitation effects. Also, you can use a single action to breathe out a 20-foot cone of bitter vapor that causes an earth-shaking rumble that can be heard for 100 feet. Creatures and objects in the area take 5d6 damage (DC 30 basic Fortitude save), decreasing Hardness by 5. An object's Hardness remains lowered for 1d4 rounds, and you can't use this breath again for the same amount of time.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Rovagug's Mud (Greater)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2092", + "summary": "Rovagug's mud smells and tastes like wet, sour earth. For 1 hour after you drink it, you have a +2 item bonus to saving throws against incapacitation effects. Also, you can use a single action to breathe out a 20-foot cone of bitter vapor that causes an earth-shaking rumble that can be heard for 100 feet. Creatures and objects in the area take 5d6 damage (DC 30 basic Fortitude save), decreasing Hardness by 5. An object's Hardness remains lowered for 1d4 rounds, and you can't use this breath again for the same amount of time.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Rowboat", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=78", + "summary": "Space 10 feet long, 5 feet wide, 3 feet high" + }, + { + "name": "Rubbing Set", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=874", + "summary": "By using a rubbing set, you can quickly make a copy of carvings or etchings you find during your explorations, making them easier to accurately reproduce. This kit consists of a roll of thin onion-skin paper in a waterproof leather case, several thick wax crayons, and a bar of sealing wax that can be melted and used to temporarily hold the paper in place while you take the rubbing. Using the kit consumes the materials and provides a +1 item bonus on checks to document or reproduce artwork or writing that has been carved, etched, or otherwise physically added to a surface." + }, + { + "name": "Ruby Capacitor", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2113", + "summary": "This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells cast from the staff before the end of the turn expend these charges first. Any unused temporary charges are lost at the end of your turn.", + "activation": "free-action] (manipulate); Requirements You prepared the staff." + }, + { + "name": "Ruby Capacitor (Greater)", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2113", + "summary": "This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells cast from the staff before the end of the turn expend these charges first. Any unused temporary charges are lost at the end of your turn.", + "activation": "free-action] (manipulate); Requirements You prepared the staff." + }, + { + "name": "Ruby Capacitor (Major)", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2113", + "summary": "This cluster of unworked ruby is bound to the top of a staff by silver wire. When activated, it adds one temporary charge to the staff. Any spells cast from the staff before the end of the turn expend these charges first. Any unused temporary charges are lost at the end of your turn.", + "activation": "free-action] (manipulate); Requirements You prepared the staff." + }, + { + "name": "Ruby String", + "trait": "Conjuration, Consumable, Rare", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=771", + "summary": "The frayed threads from the rips and tears in Hao Jin's Tapestry still contain traces of the Ruby Phoenix's magic. Hao Jin has collected most of these loose strings, but others occasionally find these potent silk strands in unexpected places. A ruby string can fulfill the cost requirement for an 8th-level create demiplane ritual. When used in this way, the ruby string negates the need for secondary casters, and you get a success for all secondary checks. Alternatively, you can activate it to create a smaller demiplane without requiring the ritual.", + "activation": "hours (envision, Interact); Effect You spin the thread to form a demiplane with the effects of a successful 8th-level create demiplane, but the space is a single 10-foot cube." + }, + { + "name": "Ruler", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=849", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction." + }, + { + "name": "Rune of Sin", + "trait": "Arcane, Invested, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=999", + "summary": "This jagged glyph, one of the Thassilonian runes of sin, reacts to magic of a particular school (there's no rune for divination, as it was considered lesser within sin magic). When you Cast a Spell of the school matching the sin, you gain resistance 5 to damage from spells until the start of your next turn. This resistance is increased to 7 against spells of the matching school. This tattoo has the school trait matching the rune: abjuration for envy, necromancy for gluttony, transmutation for greed, enchantment for lust, illusion for pride, conjuration for sloth, and evocation for wrath." + }, + { + "name": "Runescribed Disk", + "trait": "Magical, Talisman, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1524", + "summary": "This decorative silver disk is inscribed with magical runes, similar in appearance to a miniature teleportation circle but with the runes indicating movement encircled by runes associated with time. When you activate the disk, you flicker out of sight, seeming to teleport directly to your destination as you accelerate your flow of time dramatically for the duration of your move action. Your movement doesn't trigger reactions.", + "activation": "free-action] envision; Trigger You use an action with the move trait; Requirements You're an expert in Acrobatics." + }, + { + "name": "Runestone", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3003", + "summary": "This flat piece of hard stone is specially prepared for etching a magical fundamental rune or property rune. You can etch only one rune upon a stone. When a rune is transferred from the runestone to another object, the runestone cracks and is destroyed. The Price listed is for an empty stone; a stone holding a rune adds the Price of the rune." + }, + { + "name": "Rust Scrub", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=2696", + "summary": "This salt scrub is infused with citron juice and alchemical ingredients that allow it to fight rust on metallic equipment. One application can be used to restore 2d4 Hit Points to an item that has been damaged by rust. The GM determines what portion of damage to an item was caused by rust if that value isn't known." + }, + { + "name": "Rusting Ammunition (Greater)", + "trait": "Alchemical, Consumable, Force", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1901", + "summary": "Rusting ammunition is made using a ore louse's saliva and, when activated, deals damage to objects or creatures primarily made of metal. The target takes persistent damage for a duration determined by the type of ammunition used. A creature that drops to 0 Hit Points while taking this persistent damage crumbles into fine powder; its gear remains. The ammunition's type determines the maximum amount of an object that's destroyed.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Rusting Ammunition (Moderate)", + "trait": "Alchemical, Consumable, Force", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1901", + "summary": "Rusting ammunition is made using a ore louse's saliva and, when activated, deals damage to objects or creatures primarily made of metal. The target takes persistent damage for a duration determined by the type of ammunition used. A creature that drops to 0 Hit Points while taking this persistent damage crumbles into fine powder; its gear remains. The ammunition's type determines the maximum amount of an object that's destroyed.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Rusting Snare", + "trait": "Consumable, Mechanical, Rare, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1491", + "summary": "This snare emits puffs of oxidizing chemicals that rapidly degrade metal items; skymetals and most precious metals are immune. The chemicals affect a non-magical metal item of up to 1 Bulk that the triggering creature is holding or openly wearing (determined randomly if the creature is holding or wearing more than one). The triggering creature must attempt a DC 25 Reflex saving throw. The snare deals 2d6 damage to the item; this damage ignores the item's Hardness and might deal persistent damage on a failed Reflex save. The creature, or an adjacent creature, can attempt to scrape off the chemicals as an Interact action to prevent the persistent damage; doing so reduces the DC of the flat check to end persistent damage to 10 and grants an immediate flat check. Thin iron or steel items, such as weapons, typically have 20 HP and a Broken Threshold of 10, and thicker iron or steel items, such as most suits of armor, typically have 36 HP and a Broken Threshold of 18. Other materials' statistics can be found on here and the statistics for items made of precious materials on their respective pages." + }, + { + "name": "Saboteur's Friend", + "trait": "Alchemical, Consumable, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1928", + "summary": "The euphemistically named saboteur's friend looks, smells, and tastes like an appetizing chocolate square. You lace the chocolate with reagents that induce a strong laxative effect. Saboteur's friend is useful for incapacitating rather than dealing lasting harm. Unlike some poisons, saboteur's friend can have its sickened condition reduced (but changing to a higher or lower stage after a save applies any sickened condition listed for that stage, as normal).", + "activation": "one-action] (manipulate)" + }, + { + "name": "Sack", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2749", + "summary": "A sack can hold up to 8 Bulk worth of items. A sack containing 2 Bulk or less can be worn on the body, usually tucked into a belt. You can carry a sack with one hand, but must use two hands to transfer items in and out." + }, + { + "name": "Sack of Hyrdra's Teeth", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3943", + "summary": "This soft cotton bag has a drawstring of sinew and a jagged embroidery pattern around the mouth. Inside are a seemingly endless number of needle-sharp teeth.", + "activation": "Fist Full of Fangs [two-actions] (manipulate, occult); Frequency once per day; Effect You draw a whole handful of teeth and cast them to the ground, casting rouse skeletons as a 5th-rank spell (DC 30)." + }, + { + "name": "Sack of Rotten Fruit", + "trait": "", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=1657", + "summary": "Each of these unassuming sacks contains enough rotting fruit to provide a fungus leshy with 1 week's worth of rations, along with clusters of stones to help press out the fruit's juices. When you Strike a creature with a sack of rotten fruit, the sack is consumed while the creature takes 1d4 bludgeoning damage and must attempt a DC 15 Fortitude save. On a failure, the creature is sickened 1. The range increment of a thrown sack of rotten fruit is 20 feet.", + "activation": "one-action] Strike" + }, + { + "name": "Sacred Valkyrie Helm", + "trait": "Apex, Holy, Invested, Magical, Rare", + "item_category": "Apex Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3648", + "summary": "Lightning crackles from the wings flanking this helm, which is emblazoned with images of valkyries in the service of benevolent deities. You gain a +3 item bonus to Athletics checks and gain electricity resistance 20. When you invest in the helm, you either increase your Strength score by 2 or increase it to 18, whichever would give you a higher score. If you are unholy, you become drained 2 as long as you wear the helm.", + "activation": "Storm's Arms [two-actions] (concentrate, manipulate); Frequency once per day; Effect The helm casts a 9th-rank weapon storm to your specifications. At your option, all damage caused by this spell is electricity damage—in this option, the duplicated weapons created by the spell appear to be made of lightning." + }, + { + "name": "Saddlebags", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2750", + "summary": "Saddlebags come in a pair. Each can hold up to 3 Bulk of items, and the first 1 Bulk of items in each doesn't count against your mount's Bulk limit. The Bulk value given is for saddlebags worn by a mount. If you are carrying or stowing saddlebags, they count as 1 Bulk instead of light Bulk." + }, + { + "name": "Safe House (Level 1)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2472", + "summary": "Safe houses are locations that are difficult to find and provide sanctuary for groups or individuals in need of a suitable hiding place to lie low. These locations may be utilized by spies seeking refuge from enemies, accused criminals running from unjust or corrupt law enforcement, or any number of others sheltering from a hostile, unsafe, or oppressive situation. Many Firebrands make use of a safe house or set one up themselves in the course of their journeys to keep their presence hidden from spies or to find refuge while fleeing from dangerous locations." + }, + { + "name": "Safe House (Level 2)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2472", + "summary": "Safe houses are locations that are difficult to find and provide sanctuary for groups or individuals in need of a suitable hiding place to lie low. These locations may be utilized by spies seeking refuge from enemies, accused criminals running from unjust or corrupt law enforcement, or any number of others sheltering from a hostile, unsafe, or oppressive situation. Many Firebrands make use of a safe house or set one up themselves in the course of their journeys to keep their presence hidden from spies or to find refuge while fleeing from dangerous locations." + }, + { + "name": "Safe House (Level 3)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2472", + "summary": "Safe houses are locations that are difficult to find and provide sanctuary for groups or individuals in need of a suitable hiding place to lie low. These locations may be utilized by spies seeking refuge from enemies, accused criminals running from unjust or corrupt law enforcement, or any number of others sheltering from a hostile, unsafe, or oppressive situation. Many Firebrands make use of a safe house or set one up themselves in the course of their journeys to keep their presence hidden from spies or to find refuge while fleeing from dangerous locations." + }, + { + "name": "Sage's Bloom", + "trait": "Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "L", + "url": "/Equipment.aspx?ID=3608", + "summary": "This simple white flower is placed into a hat or worn braided into your hair. When activated, it releases a soothing scent, which helps you focus your mind. When you activate the talisman, you Recall Knowledge three times, rather than once. If you use Nature for any of these checks and get a critical failure, that check is instead a failure.", + "activation": "free-action] (concentrate); Trigger You attempt a Nature check to Recall Knowledge but haven’t rolled; Requirements You’re trained in Nature." + }, + { + "name": "Sage's Lash", + "trait": "Apex, Invested, Magical, Necromancy", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=1072", + "summary": "The thin, glittering strands of rope that comprise this thick belt appear to be spun gold. Strung along the front of the belt are a collection of four multicolored, perfectly spherical beads: jade, turquoise, quartz, and amethyst. While wearing the lash, you gain a +3 item bonus to Religion. When you invest the belt, you either increase your Wisdom score by 2 or to 18, whichever would give you a higher score.", + "activation": "two-actions] command, Interact; Effect You touch one of the jewels affixed to the sage's lash and speak a command word. Depending on the jewel, a different effect is produced that affects you and all living creatures in a 30-foot emanation. After the effect occurs, all four jewels disappear from the lash, reappearing at the next dawn." + }, + { + "name": "Sailing Ship", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=79", + "summary": "Space 75 feet long, 20 feet wide, 25 feet high" + }, + { + "name": "Sailor’s Collar", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3977", + "summary": "Veteran sailors like to wear this jaunty blue collar, tied with a small bow in the front and tucked into the belt. It can even save your life if you fall overboard. When wearing the sailor’s collar, you gain a +1 item bonus to Athletics check.", + "activation": "Gasp for Air [reaction] (air, concentrate); Frequency once per day; Trigger You fail a Swim check; Effect Your collar inflates, giving you something to breathe from. You can breathe underwater for 1 minute." + }, + { + "name": "Saints' Balm", + "trait": "Consumable, Healing, Magical, Necromancy, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "", + "url": "/Equipment.aspx?ID=590", + "summary": "This luminescent paste is made from the powdered bones of a long-forgotten saint, mixed with herbs and blessed by a priest. It typically comes in a tightly sealed, palm-sized dish etched with holy symbols. Applying saints’ balm to yourself or a creature within reach restores 3d8+10 Hit Points to the creature to which it’s applied.", + "activation": "one-action] Interact" + }, + { + "name": "Sairazul Blue", + "trait": "Consumable, Earth, Magical, Potion, Rare", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2594", + "summary": "A Sairazul blue potion is a rich navy blue in color. Subjects of the Crystalline Queen produced the potion to protect themselves from the radiation Ayrzul left behind. For the next 8 hours, your skin becomes navy blue, and you gain resistance 5 to poison damage and void damage. If you drop to 0 Hit Points due to poison or void damage, the Sairazul blue within your body reacts, healing you for 8d8 Hit Points. The resistances the potion grants then end.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Salve of Antiparalysis", + "trait": "Consumable, Healing, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2940", + "summary": "Applying this filmy salve to a creature helps it overcome magical paralysis. The salve attempts to counteract the paralysis (counteract rank 3rd, counteract modifier +22).", + "activation": "one-action] (manipulate)" + }, + { + "name": "Salve of Antiparalysis (Greater)", + "trait": "Consumable, Healing, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2940", + "summary": "Applying this filmy salve to a creature helps it overcome magical paralysis. The salve attempts to counteract the paralysis (counteract rank 3rd, counteract modifier +22).", + "activation": "one-action] (manipulate)" + }, + { + "name": "Sambuca", + "trait": "Rare", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1200", + "summary": "A sambuca is a long, covered troop bridge designed to help troops move from sea to land. Preparing it for use requires lashing together two galleys or other ships of similar size. The sambuca is then mounted across the ships on one end with its length suspended upward, and attached to pulleys fastened to the tops of the ships' masts. Once the ships are moved into position, the sambuca can be lowered to rest on a battlement or other surface, allowing troops to rush from the ships onto their intended destination." + }, + { + "name": "Sampling Ammunition", + "trait": "Consumable, Magical, Necromancy", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1618", + "summary": "The head of this arrow or bolt is a pointed glass cylinder with a hollow core. Upon hitting a corporeal creature, sampling ammunition captures a small portion of the target's skin, blood, and flesh. The sample falls to the ground below wherever the creature was hit. This sample is sealed and magically preserved inside its chamber, although it deteriorates normally once the cylinder is opened. Sampling ammunition can't collect samples from creatures made entirely of metal, stone, or other hard substances." + }, + { + "name": "Sanctified Beans", + "trait": "Consumable, Divine, Magical, Positive, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3156", + "summary": "These roasted soybeans are blessed by a priest to ward against all various forms of otherworldly influence but are most effective against incorporeal evils, such as specters or path maidens. They can be safely eaten by living creatures and taste delicious when paired with rice wine. When you activate this item, choose an adjacent square to exhale into. You fill that square with soothing vapors that harm any fiend, fey, ghost, spirit, or undead creature that ends their turn in that square for the next minute, causing them to take 4d8+4 good damage (DC 28 basic Will save). An incorporeal creature that takes this damage must also attempt a DC 28 Fortitude save to resist being affected as follows.", + "activation": "two-actions] Interact" + }, + { + "name": "Sand Barge", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=43", + "summary": "Space 30 feet long, 20 feet wide, 15 feet high" + }, + { + "name": "Sand Diver", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=23", + "summary": "A sand diver is a vaguely scorpion-shaped vehicle that uses alchemical reactions to propel itself. The tail-like structure acts as a heat sink and releases alchemical fumes behind the diver as it burrows. Instead of pincers, it has two burrowing mechanisms in front that allow it to dig through sand." + }, + { + "name": "Sand Racer", + "trait": "Magical, Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=47", + "summary": "Space 10 feet long, 5 feet wide, 5 feet high" + }, + { + "name": "Sandals of the Stag", + "trait": "Apex, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2142", + "summary": "These sturdy leather sandals feature straps that wrap up to the knees. Etched in the leather are intricate patterns of stags leaping through the forest. You gain a +5-foot item bonus to your land Speed and a +3 item bonus on Athletics checks when attempting to High Jump or Long Jump. When you invest the sandals, you either increase your Strength modifier by 1 or increase it to +4, whichever would give you a higher value.", + "activation": "reaction] (concentrate); Frequency once per minute; Trigger You attempt a High Jump or Long Jump but you didn't Stride at least 10 feet; Effect You can attempt the jump normally. It doesn't automatically fail." + }, + { + "name": "Sandalwood Fan", + "trait": "Magical, Uncommon, Wood", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2645", + "summary": "This ornate fan's carving depicts a particular tableau from the Plane of Wood, often of the site where the fan was created. Fanning it through the air creates a sandalwood-scented breeze and a crackling of magic. A sandalwood fan is a planar key for interplanar teleport and similar magic. The sandalwood fan makes it more likely for you to arrive where you intended, appearing 1d6×25 miles from your intended destination instead of the usual error range. This distance is further reduced to 1d4×25 miles if your destination is the scenery depicted on the fan.", + "activation": "Cloud of Leaves [two-actions] (manipulate); Frequency once per day; Effect You summon leaves that protect your allies and identify enemies. All allies and indifferent creatures within 30 feet of you gain lesser cover for 1 round, while enemies come under the effect of revealing light for 1 minute." + }, + { + "name": "Sandcastle", + "trait": "Earth, Magical, Structure, Uncommon", + "item_category": "Structures", + "item_subcategory": "", + "bulk": "L inactivated", + "url": "/Equipment.aspx?ID=2595", + "summary": "A sandcastle comes in a cylindrical, waterproof satchel that contains densely packed fine sand. The sand's color depends on where it was collected when the item was made. This sand can be shaped and magically activated to create a fortification made of hard-packed sand. It can survive most ordinary weather, but a sandcastle has little resilience against water. It collapses if activated on water or if the structure is caught in a deluge or heavy rainfall. Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 40 Hit Points. It's immune to critical hits and precision damage, and it has weakness to water 15. If destroyed, a section of the sandcastle becomes a pile of sand, or wet sand if it was destroyed by water. This sand is difficult terrain, which lasts for the remaining duration of the activation. It's easy to make handholds and footholds in the sand walls, so the DC to climb the walls is 15.", + "activation": "Shape the Castle 1 minute (concentrate, manipulate); Frequency once per day; Effect You empty the satchel and shape the sand into a miniature castle. When finished, you utter “build” in Petran, and the sandcastle swiftly builds into a full-size structure. The castle is shaped as you choose, up to 120 feet in any dimension. Its walls must be 10 feet thick, and each story must be at least 10 feet tall from floor to ceiling. The sandcastle has only rudimentary furnishings with no moving parts—even a chair or door is too complicated, but block-like benches and platforms can be created. Typically, the castle has little more than staircases and windows." + }, + { + "name": "Sandstorm Top", + "trait": "Evocation, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1480", + "summary": "On Tekritanin holidays, children reenacted legendary battles of deities by playing with magical tops. Though the paint on this wooden top has long since faded, its magical runes once gleamed yellow-gold and fiery orange, evoking the color of the sky during a sandstorm. To set the top in motion, wind a string around its bottom and upward along its body, and then throw it while gripping the string.", + "activation": "one-action] Ineteract; Frequency once per day; Effect You throw the sandstorm top 10 feet away from you. For 1 minute, as it spins, the top generates a magical sandstorm in a 5-foot radius. Any creature that starts its turn in the area or moves into the area takes 4d6 slashing damage (DC 30 basic Reflex save). Additionally, a creature within the sandstorm must hold its breath or begin suffocating." + }, + { + "name": "Sanguine Fang", + "trait": "Magical, Spellheart, Void", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2239", + "summary": "A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 25.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast vampiric exsanguination." + }, + { + "name": "Sanguine Fang (Greater)", + "trait": "Magical, Spellheart, Void", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2239", + "summary": "A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 25.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast vampiric exsanguination." + }, + { + "name": "Sanguine Fang (Major)", + "trait": "Magical, Spellheart, Void", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2239", + "summary": "A pointed vampire fang hovers within this smoked-glass vial, its tip crimson with slowly dripping blood. The spell DC of any spell cast by activating this item is 25.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast vampiric exsanguination." + }, + { + "name": "Sanguine Mutagen (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1964", + "summary": "The bonus is +3 (or +4 against disease, poison, or fatigued), and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Sanguine Mutagen (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1964", + "summary": "You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Sanguine Mutagen (Major)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1964", + "summary": "The bonus is +4, and the duration is 1 hour. When you roll a success on a save against a disease, poison, or effect that would give you the fatigued condition, you get a critical success instead and your critical failures on such saves become failures instead.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Sanguine Mutagen (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1964", + "summary": "You gain greatly increased blood production, filtering out contagions and boosting your endurance but causing your body to bloat with blood.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Sanguine Pendant", + "trait": "Focused, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3438", + "summary": "This clear crystal pendant contains a drop of blood from a sorcerer that expands and contracts as you cast spells. A sanguine pendant is associated with a specific sorcerer bloodline, and only sorcerers with that bloodline can invest this item. This item gains the trait matching the tradition of that bloodline. The pendant grants a +2 item bonus to both of your bloodline skills.", + "activation": "Blood's Call [free-action] (concentrate); Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a bloodline spell. If you don't spend this Focus Point by the end of this turn, it's lost." + }, + { + "name": "Sanguine Pendant (Greater)", + "trait": "Focused, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3438", + "summary": "This clear crystal pendant contains a drop of blood from a sorcerer that expands and contracts as you cast spells. A sanguine pendant is associated with a specific sorcerer bloodline, and only sorcerers with that bloodline can invest this item. This item gains the trait matching the tradition of that bloodline. The pendant grants a +2 item bonus to both of your bloodline skills.", + "activation": "Blood's Call [free-action] (concentrate); Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a bloodline spell. If you don't spend this Focus Point by the end of this turn, it's lost." + }, + { + "name": "Sanitizing Pin", + "trait": "Consumable, Magical, Talisman, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2697", + "summary": "This pin includes a piece of gauze wrapped around a dried herbal poultice. When you activate the sanitizing pin, the poultice dissolves and bolsters your body's defense against poison or disease. You gain a +2 status bonus on your Fortitude save against the initial exposure to the affliction. If you roll a critical failure on the triggering attempt, you get a failure instead.", + "activation": "free-action] command; Trigger You attempt a saving throw against a disease or poison." + }, + { + "name": "Sargassum Phial", + "trait": "Alchemical, Consumable, Expandable, Incapacitation, Mental, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Bottled Monstrosities", + "bulk": "L", + "url": "/Equipment.aspx?ID=3232", + "summary": "A layer of vapor swirls just below the surface of this glass container holding a large, dried heap of fungal-encrusted seaweed. You can throw the phial up to 30 feet when you Activate it. When opened or thrown, a Medium sargassum heap effigy reconstitutes to release a hallucinogenic cloud in a 15-foot emanation, forcing each creature to attempt a DC 20 Fortitude save. On a failure, a creature rolls 1d4 to determine what it is hallucinating for the next 1d4 rounds (unless otherwise noted). At the beginning of their turn, an affected creature attempts a new save.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Sash of Books", + "trait": "Apex, Divination, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2529", + "summary": "This elegant black sash features stylized crimson books embroidered at either end and a set of simple tassels. While wearing the sash, you feel as if you have a better understanding of the people and life around you. You gain a +3 item bonus to Society checks.", + "activation": "two-actions] command, envision; Frequency once per day; Effect You become keenly aware of your surroundings and become able to anticipate dangers. You gain the effects of foresight." + }, + { + "name": "Sash of Prowess", + "trait": "Focused, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3439", + "summary": "This humble sash can be worn around the waist or across the chest. A sash of prowess often bears a coloration or a pattern that represents the monastery in which you trained but can also sport religious symbology, such as the open hand of Irori. You gain a +2 item bonus to Acrobatics and Athletics skill checks.", + "activation": "Reserves of Inner Strength [free-action] (concentrate); Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a qi spell. If you don't spend this Focus Point by the end of this turn, it's lost." + }, + { + "name": "Sash of Prowess (Greater)", + "trait": "Focused, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3439", + "summary": "This humble sash can be worn around the waist or across the chest. A sash of prowess often bears a coloration or a pattern that represents the monastery in which you trained but can also sport religious symbology, such as the open hand of Irori. You gain a +2 item bonus to Acrobatics and Athletics skill checks.", + "activation": "Reserves of Inner Strength [free-action] (concentrate); Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast a qi spell. If you don't spend this Focus Point by the end of this turn, it's lost." + }, + { + "name": "Satchel of Numberless Seeds", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3944", + "summary": "This satchel is made of finely worked leather and stitched with golden thread. A complex pattern of trees, leaves, and vines covers its surface. The satchel always contains a bulk of seeds, and drawing one from the bag results in a random tree or crop plant seed.", + "activation": "Seed of Sustenance [two-actions] (healing, manipulate, primal); Frequency once per day; Effect You draw a seed and cast it into a space within 30 feet. A small tree sprouts within 10 minutes, producing 5 fruits. A creature who eats the fruit with an Interact action regains 1d6+2 Hit Points and receives as much nourishment as one meal for a typical human. After an hour, the tree and all its fruits wither away." + }, + { + "name": "Saurian Spike", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2240", + "summary": "This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often feels a sudden surge in power and confidence. The spell attack modifier of any spell cast by activating this item is +15.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast 7th-rank dinosaur form." + }, + { + "name": "Saurian Spike (Greater)", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2240", + "summary": "This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often feels a sudden surge in power and confidence. The spell attack modifier of any spell cast by activating this item is +15.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast 7th-rank dinosaur form." + }, + { + "name": "Saurian Spike (Major)", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2240", + "summary": "This jagged, bony growth narrows to a sharp, pointed tip. Deep groves from some former battle scar its surface. The bearer of a saurian spike often feels a sudden surge in power and confidence. The spell attack modifier of any spell cast by activating this item is +15.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast 7th-rank dinosaur form." + }, + { + "name": "Savior Spike", + "trait": "Consumable, Force, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2991", + "summary": "This pyramid-shaped spike is attached to an armor's chest piece. When you activate the spike, it shoots a strand of force to help you gain purchase, giving you a +1 item bonus to the check. If you roll a success on the triggering attempt, you get a critical success instead. If you roll a critical failure, you get a failure instead.", + "activation": "free-action] (concentrate); Trigger You attempt to Grab an Edge but haven't rolled" + }, + { + "name": "Scale of Igroon", + "trait": "Artifact, Primal, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2365", + "summary": "Carved from a scale of the kaiju Igroon, this jagged shield refracts light around it in a shimmering haze. A scale of Igroon (Hardness 20, HP 160, BT 80) recovers 4 Hit Points at the start of its wielder's turn. When you Raise a Shield, you can use the Shield Block reaction with the scale of Igroon to block an attack or effect that deals acid, cold, electricity, fire, force, or sonic damage as well as physical damage.", + "activation": "free-action] (manipulate); Trigger You use Shield Block and prevent yourself from taking energy damage from a line, ray, or a direct attack, including a force barrage spell; Effect You reflect the energy along a trajectory you choose. The effect travels only up to its remaining range, using its original parameters if it strikes other targets." + }, + { + "name": "Scapular of Shields", + "trait": "Abjuration, Apex, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2530", + "summary": "This fine scapular features the image of an ornate shield. While wearing the cloak, you feel protected and capable of withstanding even the deadliest blows. Each time you're critically hit while wearing the scapular, attempt a DC 17 flat check. On a success, it becomes a normal hit. When you invest the scapular, you either increase your Constitution score by 2 or increase it to 18, whichever would give you a higher score.", + "activation": "reaction] envision; Frequency once per day; Trigger You would take damage from an attack; Effect The shield on your scapular animates and intercedes on the attack. You gain 20 resistance to all damage against the triggering damage." + }, + { + "name": "Scarlet Mist", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2012", + "summary": "Derived from a mixture of krooth venom and an agitating agent, scarlet mist causes bleeding that turns into a foaming mist. When a creature under the effects of scarlet mist takes persistent bleed damage from the toxin, creatures within 5 feet take the splash damage. The persistent damage can't be staunched until the poison's effects end. A creature that can't bleed doesn't take the bleed damage or cause the splash damage but can still take the poison damage.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Schematic Scanner", + "trait": "Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=3800", + "summary": "A schematic scanner is a complex brass device featuring multiple mounted lenses, clamps, and apertures. A schematic scanner can hold the formulas for items as if it were a formula book with unlimited capacity. You can add a formula to the schematic scanner using the Store Schematics activation. A schematic scanner grants you a +2 item bonus to Crafting checks to craft an item whose formula is stored in the schematic scanner.", + "activation": "Reverse Engineer Schematics (manipulate); Effect You place an item in front of the schematic scanner, then view the item through the mounted lenses, magically learning the formula for the targeted item, without disassembling or causing harm to the item, and storing the formula in the schematic scanner. Reverse engineering a formula in this way takes 10 minutes and doesn’t cost any gold." + }, + { + "name": "Scholar's Drop", + "trait": "Alchemical, Consumable, Lozenge", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1929", + "summary": "University students in Katapesh first used the scholar's drop to gain an edge over their academic rivals, but the candy has since spread across Golarion. The flavor of this hard, sugar-coated candy is highly refreshing and based on lemon and green tea. For 1 hour, you gain a +1 item bonus to saving throws against effects that could render you fatigued." + }, + { + "name": "Scholarly Journal", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2763", + "summary": "Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to Recall Knowledge about the subject, you gain a +1 item bonus to the check. A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city. The GM determines what scholarly journals are available in any location." + }, + { + "name": "Scholarly Journal (Compendium)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2763", + "summary": "Scholarly journals are uncommon. Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to Recall Knowledge about the subject, you gain a +1 item bonus to the check. A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city. The GM determines what scholarly journals are available in any location." + }, + { + "name": "Scope of Limning", + "trait": "Magical, Transmutation", + "item_category": "Customizations", + "item_subcategory": "Scopes", + "bulk": "L", + "url": "/Equipment.aspx?ID=1215", + "summary": "The dwarven gunsmiths of Dongun Hold originally created these scopes to help them clear out vermin in underground areas. This scope captures the sound that echoes off a creature hit by the firearm and transforms it into light, illuminating the target for all to see.", + "activation": "one-action] Interact (auditory, light, transmutation); Effect If your next Strike from the weapon to which the scope is attached hits a creature, the sound of the impact transforms into light, causing the creature to glow until the end of your next turn. A visible creature can't be concealed while they glow. If a creature is invisible, they're concealed while glowing, rather than being undetected. Because the effect requires a solid impact, incorporeal creatures are unaffected unless the bullet can deal force damage or has the effects of the ghost touch property rune." + }, + { + "name": "Scope of Truth", + "trait": "Divination, Magical", + "item_category": "Customizations", + "item_subcategory": "Scopes", + "bulk": "L", + "url": "/Equipment.aspx?ID=1216", + "summary": "PFS Note Characters with access to firearms gain access to accessories that can be used with those weapons. Replace the word \"transmutation\" in the scope of truth with the word \"polymorph.\"", + "activation": "two-actions] Interact; Frequency once per day; Effect For the next 10 minutes, you can see things through the scope as they actually are. The GM rolls a secret counteract check with a +20 counteract modifier and a counteract level of 7 against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it, not to end the spell or effect. For instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the spell." + }, + { + "name": "Scour", + "trait": "Alchemical, Consumable, Drug, Ingested, Inhaled, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=632", + "summary": "This gritty powder improves responsiveness but suppresses thoughts and leaves you weakened. The saving throw for addiction to scour is DC 30, and the addiction is virulent.", + "activation": "one-action] Interact" + }, + { + "name": "Scouting Arrow", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3866", + "summary": "The tip of this arrow is carved into the shape of a lidless eye. When an activated scouting arrow strikes a surface within the second range increment of the weapon it was fired from, the wielder of that weapon can Seek as though they were at the point of impact of the arrow using their normal senses. After this glimpse, the ammunition crumbles to ash.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Scroll Belt", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2451", + "summary": "These belts are specially designed to allow for writing along the inside surface. You can scribe a spell to a scroll belt, Crafting the scroll as normal. A scroll belt can only hold a single spell, and you must Cast the Spell before you can scribe another spell to the belt. You can't Cast a Spell from the belt while wearing it; you must remove the belt with an Interact action. A scroll belt acts as a mundane belt, but when a spell is scribed on it, any creature can immediately discern that an unattended belt holds magic. If you're wearing the belt, a creature can notice the belt holds a spell with a successful Perception check against your Stealth DC." + }, + { + "name": "Scything Blade Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3382", + "summary": "This snare sends a powerful series of scything blades to slice through a creature entering the snare's square, dealing 10d8 slashing damage (DC 32 basic Reflex save)." + }, + { + "name": "Sea Touch Elixir (Greater)", + "trait": "Alchemical, Consumable, Elixir, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3311", + "summary": "This briny concoction alters the skin on your hands and feet. The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for the listed duration.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Sea Touch Elixir (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3311", + "summary": "This briny concoction alters the skin on your hands and feet. The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for the listed duration.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Sea Touch Elixir (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3311", + "summary": "This briny concoction alters the skin on your hands and feet. The spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for the listed duration.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Sealing Chest (Greater)", + "trait": "Abjuration, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=851", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction." + }, + { + "name": "Sealing Chest (Lesser)", + "trait": "Abjuration, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=851", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction." + }, + { + "name": "Sealing Chest (Major)", + "trait": "Abjuration, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=851", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction." + }, + { + "name": "Sealing Chest (Moderate)", + "trait": "Abjuration, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=851", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction." + }, + { + "name": "Searing Suture (greater)", + "trait": "Alchemical, Consumable, Fire, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1548", + "summary": "Activating this black powder–infused alchemical bandage cauterizes wounds. You can apply a searing suture to yourself or an adjacent willing creature as you activate it. The target creature takes 1d6 fire damage and can immediately attempt a flat check to remove the persistent bleed damage—the DC of this flat check depends on the type of searing suture applied. When applied against a bleed effect that is lower level than the searing suture, the flat check is automatically successful.", + "activation": "one-action] Interact" + }, + { + "name": "Searing Suture (Lesser)", + "trait": "Alchemical, Consumable, Fire, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1548", + "summary": "Activating this black powder–infused alchemical bandage cauterizes wounds. You can apply a searing suture to yourself or an adjacent willing creature as you activate it. The target creature takes 1d6 fire damage and can immediately attempt a flat check to remove the persistent bleed damage—the DC of this flat check depends on the type of searing suture applied. When applied against a bleed effect that is lower level than the searing suture, the flat check is automatically successful.", + "activation": "one-action] Interact" + }, + { + "name": "Secret-Keeper's Mask (Blackfingers)", + "trait": "Divination, Enchantment, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=914", + "summary": "Each of these full-face masks is made of stitched materials—often including humanoid skin—and has a single, bulbous eye. While wearing the mask, you gain a +1 item bonus to Deception checks to Lie and the mask doesn't impair your vision. The mask can also be activated, with an ability based on its type.", + "activation": "reaction] Interact; Frequency once per day; Trigger You deal persistent bleed damage to a creature; Effect The bleeding wound you cause is particularly mutilating. The DC of flat checks to recover from the persistent bleed damage is increased by 2, and the target creature has a –2 status penalty to Deception, Diplomacy, and Performance checks while it is bleeding and for 1 minute after it ceases bleeding." + }, + { + "name": "Secret-Keeper's Mask (Father Skinsaw)", + "trait": "Divination, Enchantment, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=914", + "summary": "Each of these full-face masks is made of stitched materials—often including humanoid skin—and has a single, bulbous eye. While wearing the mask, you gain a +1 item bonus to Deception checks to Lie and the mask doesn't impair your vision. The mask can also be activated, with an ability based on its type.", + "activation": "reaction] Interact; Frequency once per day; Trigger You deal persistent bleed damage to a creature; Effect The bleeding wound you cause is particularly mutilating. The DC of flat checks to recover from the persistent bleed damage is increased by 2, and the target creature has a –2 status penalty to Deception, Diplomacy, and Performance checks while it is bleeding and for 1 minute after it ceases bleeding." + }, + { + "name": "Secret-Keeper's Mask (Gray Master)", + "trait": "Divination, Enchantment, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=914", + "summary": "Each of these full-face masks is made of stitched materials—often including humanoid skin—and has a single, bulbous eye. While wearing the mask, you gain a +1 item bonus to Deception checks to Lie and the mask doesn't impair your vision. The mask can also be activated, with an ability based on its type.", + "activation": "reaction] Interact; Frequency once per day; Trigger You deal persistent bleed damage to a creature; Effect The bleeding wound you cause is particularly mutilating. The DC of flat checks to recover from the persistent bleed damage is increased by 2, and the target creature has a –2 status penalty to Deception, Diplomacy, and Performance checks while it is bleeding and for 1 minute after it ceases bleeding." + }, + { + "name": "Secret-Keeper's Mask (Reaper of Reputation)", + "trait": "Divination, Enchantment, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=914", + "summary": "Each of these full-face masks is made of stitched materials—often including humanoid skin—and has a single, bulbous eye. While wearing the mask, you gain a +1 item bonus to Deception checks to Lie and the mask doesn't impair your vision. The mask can also be activated, with an ability based on its type.", + "activation": "reaction] Interact; Frequency once per day; Trigger You deal persistent bleed damage to a creature; Effect The bleeding wound you cause is particularly mutilating. The DC of flat checks to recover from the persistent bleed damage is increased by 2, and the target creature has a –2 status penalty to Deception, Diplomacy, and Performance checks while it is bleeding and for 1 minute after it ceases bleeding." + }, + { + "name": "Security Badge", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3796", + "summary": "When displayed prominently, this iron badge grants you authority and gravitas. You gain a +1 item bonus to Intimidation checks. Special A …", + "activation": "Authoritative Command [one-action] (auditory, concentrate, incapacitation, linguistic, mental); Effect You shout at a foe within 60 feet, compelling them to stand in place and drop everything they’re holding. The target attempts a DC 23 Will save with the following results." + }, + { + "name": "Seed Pod of Rooted Wisdom", + "trait": "Consumable, Magical, Mental, Plant, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3539", + "summary": "his tiny magic item looks like a ripe brown fruit from a kapok tree. Inside the fruit are three seeds. Each magical seed releases an effect when swallowed. The first grants you a +1 status bonus on Will saves against fear effects for 10 minutes. The second makes your next 10 words comprehensible to any creature that understands any language. The third lets you recall precisely how to get from where you are to any other place you’ve stayed for more than an hour within the past day. Once the seeds are removed, the fruit is edible, if chewed slowly, and quite tasty, being much sweeter than the non-magical version.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Seeking Bracelets", + "trait": "Abjuration, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=1499", + "summary": "Both beaded bracelets in this pair have an even larger bead in their center. The bracelets are magically linked and only interact with their counterpart from the same pair. When you crush the largest bead to activate the bracelet, it creates a mental alert in the mind of the wearer of the paired bracelet. This alert works at any distance as long as both bracelets are on the same plane.", + "activation": "two-actions] envision, Interact" + }, + { + "name": "Seer's Flute", + "trait": "Coda, Occult, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "L", + "url": "/Equipment.aspx?ID=2270", + "summary": "This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed when the flute is played, as if it held the eyes of many independent beings. While playing the flute, you gain a +1 item bonus to Perception checks and Performance checks.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Seer's Flute (Greater)", + "trait": "Coda, Occult, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "L", + "url": "/Equipment.aspx?ID=2270", + "summary": "This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed when the flute is played, as if it held the eyes of many independent beings. While playing the flute, you gain a +1 item bonus to Perception checks and Performance checks.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Seer's Flute (Major)", + "trait": "Coda, Occult, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "L", + "url": "/Equipment.aspx?ID=2270", + "summary": "This ivory flute is adorned with many carvings of eyes. Each has jade pupils and a semiprecious stone as its iris. The eyes flutter open and closed when the flute is played, as if it held the eyes of many independent beings. While playing the flute, you gain a +1 item bonus to Perception checks and Performance checks.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Self-Emptying Pocket", + "trait": "Contract, Invested, Magical, Rare", + "item_category": "Contracts", + "item_subcategory": "Bargained Contracts", + "bulk": "", + "url": "/Equipment.aspx?ID=1656", + "summary": "You never perform to an empty crowd after promising any profits to a phantom in a playhouse, sealed by holes that appear in your pockets. By meeting with the attendees at your events, you can use Performance instead of Diplomacy to Gather Information. When you would use Performance to Earn Income, you don't earn any gold pieces, as the money disappears before you can even count it.", + "activation": "two-actions] command, envision; Frequency once per day; Effect You exercise all of your charm on a creature, turning a chance meeting into an impromptu performance that commands attention. Attempt a single Performance check against the Perception DC of the creature. On a success, the creature is affected as though by a successful Deception check to Create a Diversion. The entity that holds your contract can influence this performance as well." + }, + { + "name": "Self-Immolating Note", + "trait": "Alchemical, Consumable, Fire, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "", + "url": "/Equipment.aspx?ID=1626", + "summary": "This paper is crafted with an unusual formula, causing it to catch fire and self-immolate 5 minutes after being exposed to the air. The item activates automatically when the envelope is opened, which typically takes an Interact action. Anyone holding the note when it catches fire takes 1 fire damage. Often, these notes are given as practical jokes or threats, but secret societies find them quite useful when sharing information about upcoming meetings or any other relevant news. These letters must be written in haste and require the use of their accompanying envelopes, which prevent air from interacting with the paper until the envelope's seal is broken.", + "activation": "one-action] Interact" + }, + { + "name": "Semaphore of Slanders", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3945", + "summary": "This semaphore set consists of two hardwood poles painted white, with finely crafted silk flags bisected by yellow and red fields. A tiny stylized black serpent with its tongue extended is depicted on the top outer corner of each flag. The semaphore of slanders, in addition to being a functioning semaphore set, can be used to send false signals to any enemy forces observing the signaler, providing a +2 item bonus to Deception checks to do so, and allies are always aware of this ruse.", + "activation": "Insidious Insinuation [two-actions] (concentrate, emotion, fear, manipulate, mental, visual); Frequency once per day; Effect You activate the semaphore to mislead the enemy. Choose a creature within 60 feet to attempt a DC 28 Will saving throw." + }, + { + "name": "Sense-Dulling Hood (Greater)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1944", + "summary": "Sometimes, an enemy’s dangerous special ability makes relatively standard sensory capabilities a liability. From an ofalth emitting its stench to a banshee wailing, plenty of creatures use their prey’s senses against them. A sensedulling hood is a wide, single-use mask designed to be pulled from an airtight package and slipped over the head. The mask grants you an item bonus to saving throws against auditory, olfactory, and visual effects for a time, according to the mask’s type. Since it dulls your senses without depriving you of them, the mask also imposes a –1 penalty to rolls and checks using Perception for the same duration.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Sense-Dulling Hood (Lesser)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1944", + "summary": "Sometimes, an enemy’s dangerous special ability makes relatively standard sensory capabilities a liability. From an ofalth emitting its stench to a banshee wailing, plenty of creatures use their prey’s senses against them. A sensedulling hood is a wide, single-use mask designed to be pulled from an airtight package and slipped over the head. The mask grants you an item bonus to saving throws against auditory, olfactory, and visual effects for a time, according to the mask’s type. Since it dulls your senses without depriving you of them, the mask also imposes a –1 penalty to rolls and checks using Perception for the same duration.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Sentinel Horn", + "trait": "Auditory, Divination, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2678", + "summary": "This curved brass horn is a virtuoso instrument with a surprisingly deep tone, etched with images of interlocking lines and swirls. Sentinel horns come in pairs, and each works with only the other of its pair. The listed Price is for a pair of sentinel horns.", + "activation": "one-action] Interact; Frequency once per round; Effect You play a specific tune on the horn. When you do, the other horn also plays the same tune, not matter how far away it is, as long as it is on the same plane." + }, + { + "name": "Sentry Fulu", + "trait": "Consumable, Fulu, Magical", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2042", + "summary": "A sentry fulu depicts an armed guard. When you activate the fulu, it takes the shape of a Tiny humanoid guard made of paper and keeps watch over an area in a 20-foot burst. The guard has a Perception DC of 20, along with precise visual senses and imprecise hearing and vibrational sense to detect creatures moving in its area, including through the air. You dictate whether the guard remains still in its area or patrols it; if the latter, you also determine the path the guard takes, at a Speed of 25 feet. You also determine a password others must give the guard to bypass it. If a creature enters the area without giving the password, the sentry creates either an audible or mental alarm. An audible alarm has the sound and volume of a human shouting, as well as the auditory trait, allowing each creature that can hear it to attempt a DC 15 Perception check to wake up if they're asleep. The mental alert reaches you if you're within 60 feet of the active guard (see below). The guard remains active for 8 hours, and then the fulu is consumed.", + "activation": "three-actions] (concentrate, manipulate)" + }, + { + "name": "Seraptis Bone Tiles", + "trait": "Catalyst, Consumable, Magical, Rare, Unholy", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3581", + "summary": "These bones from different types of demons can be used to form temporary barriers. When you crush the bone fragments and blow the resulting dust around yourself as you cast shield, the shield appears as a bone bulwark shaped like the demon’s face.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Serene Mutagen (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3320", + "summary": "The bonus is +3, or +4 vs. mental, and the duration is 1 hour. When you roll a success on a Will save against a mental effect, you get a critical success instead.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Serene Mutagen (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3320", + "summary": "The bonus is +1, or +2 vs. mental, and the duration is 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Serene Mutagen (Major)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3320", + "summary": "The bonus is +4, and the duration is 1 hour. When you roll a success on a Will save against a mental effect, you get a critical success instead, and your critical failures on Will saves against mental effects become failures instead.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Serene Mutagen (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3320", + "summary": "The bonus is +2, or +3 vs. mental, and the duration is 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Serithtial", + "trait": "Artifact, Divine, Intelligent, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3123", + "summary": "The legendary blade Serithtial is said to have been forged by Iomedae , goddess of honor, justice, and valor. She is an intelligent +4 major …", + "activation": "Grace of the Inheritor (concentrate); Frequency once per hour; Effect Serithtial spends the appropriate number of actions and casts a 9th-rank heal or ring of truth spell (DC 45 for either of the two spells)." + }, + { + "name": "Serpent Oil (Greater)", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2076", + "summary": "This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Serpent Oil (Lesser)", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2076", + "summary": "This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Serpent Oil (Major)", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2076", + "summary": "This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Serpent Oil (Moderate)", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2076", + "summary": "This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Serpent Oil (True)", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2076", + "summary": "This glistening oil has a green hue and tiny snake scales floating within. If you slather serpent oil on a Tiny object that is snakelike in shape, from a stick to a scarf, the object transforms into a viper, keeping some of the same colors and patterns of the original item. If placed on other objects, the oil fails and is wasted. This false snake has the minion trait. It remains in snake form for 1 minute before returning to its object state. If slain, the item returns to its original form, unharmed.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Serrating", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=519", + "summary": "A serrating weapon’s bladed edge separates into jagged, swirling shards that spin along the blade. When dealing slashing damage, the weapon deals an additional 1d4 damage.", + "activation": "one-action] Interact; Effect You brandish the weapon and focus its power, causing the serrated shards to buzz as they spin at a dizzying speed. On your next hit with the weapon this turn that deals slashing damage, the serrating rune adds an additional 1d12 damage instead of the additional 1d4 damage, and then the shards return to their usual speed." + }, + { + "name": "Serum of Sex Shift", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2957", + "summary": "Upon drinking this potion, your biology instantly transforms to take on a set of sexual characteristics of your choice, changing your appearance and physiology accordingly. You have mild control over the details of this change, but you retain a strong “family resemblance” to your former appearance.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Server's Stew", + "trait": "Consumable, Divination, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=1314", + "summary": "The type of animal tongue used in this tomato-based stew shifts from region to region, but it's always cooked with spirit of wine and seasoned with refined pesh. Eating this restaurant-staff favorite empowers you to speak and understand a single language for 1 hour. This must be a language the stew's cook could speak and understand, chosen at the time of the stew's creation. It also helps your words land smoothly, granting you a +2 item bonus to Diplomacy checks made in that language for the same duration. It doesn't allow you to read the newly acquired language in its written form.", + "activation": "one-action] Interact" + }, + { + "name": "Setup Snare", + "trait": "Consumable, Kobold, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2664", + "summary": "This snare is designed to divert a target's movement towards another snare or hazard. You may choose to have the target attempt a Will saving throw instead of a Reflex saving throw; if you do, add the fear and mental traits plus add either the visual or auditory trait." + }, + { + "name": "Seventh Prism (Pentagonal)", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=2028", + "summary": "Beloved by the church of the Seventh Veil, a seventh prism is a crystal that disperses its internal light, casting an aurora of color. If you use a seventh prism to cast dizzying colors, targets are dazzled for twice as long as their saving throw indicates. On a critical failure, the target is dazzled for 1 minute after its blinded condition ends. Motes of shifting rainbow hues cloud the eyes, making it difficult to see details.", + "activation": "Cast a Spell" + }, + { + "name": "Seventh Prism (Triangular)", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=2028", + "summary": "Beloved by the church of the Seventh Veil, a seventh prism is a crystal that disperses its internal light, casting an aurora of color. If you use a seventh prism to cast dizzying colors, targets are dazzled for twice as long as their saving throw indicates. On a critical failure, the target is dazzled for 1 minute after its blinded condition ends. Motes of shifting rainbow hues cloud the eyes, making it difficult to see details.", + "activation": "Cast a Spell" + }, + { + "name": "Sextant of the Night", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2196", + "summary": "This finely wrought sextant is made from silver with several onyx mirrors and shades made from thin sets of crystal glass. A fine spyglass made of silver is affixed to the frame; removing the spyglass destroys the sextant. By all appearances, the sextant shouldn't function, as the shades and mirrors are swapped, but when you look through the spyglass, you see a night sky during the day and the sun during the night, as if day and night were inverted." + }, + { + "name": "Shade Hat", + "trait": "Abjuration, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1322", + "summary": "This comfortable and stylish wide-brimmed hat magically protects you from the worst of the heat in hot areas, even when the heat doesn't come from the sun. While wearing the shade hat, you are protected from mild and severe heat (but not extreme heat)." + }, + { + "name": "Shadewither Key", + "trait": "Artifact, Cursed, Illusion, Invested, Primal, Shadow, Unique", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1818", + "summary": "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 aiudara known as the Seventh Arch. In recent years, corrupting magic has given it additional, stranger powers.", + "activation": "two-actions] Interact; Effect You touch the Shadewither Key and command the shadows it casts around you to peel away. The shadows form an umbral double that resembles you in every way except for its fiery red eyes and the expression of wicked delight on its face. The double occupies the same space as you and attempts to intercept any attacks aimed at you. A creature must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect; on a failure, they hit the shadowy double instead of you. The effect lasts for 1 minute or until the double is hit, whichever comes first. Once the double is hit, it's destroyed. As long as the double exists, you don't gain the Shadewither Key's item bonus to Stealth checks." + }, + { + "name": "Shadow", + "trait": "Magical, Shadow", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2793", + "summary": "Armor etched with this rune takes on a hazy black appearance. You gain a +1 item bonus to Stealth checks while wearing the armor." + }, + { + "name": "Shadow (Greater)", + "trait": "Magical, Shadow", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2793", + "summary": "Armor etched with this rune takes on a hazy black appearance. You gain a +1 item bonus to Stealth checks while wearing the armor." + }, + { + "name": "Shadow (Major)", + "trait": "Magical, Shadow", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2793", + "summary": "Armor etched with this rune takes on a hazy black appearance. You gain a +1 item bonus to Stealth checks while wearing the armor." + }, + { + "name": "Shadow Ash", + "trait": "Catalyst, Cold, Consumable, Magical, Necromancy, Rare", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1723", + "summary": "This small pile of ash glows with strange blue embers that coat whatever they touch with a thin layer of frost laced with veins of necrotic ichor. Adding this catalyst to an animate dead spell or create undead ritual wreathes the resulting undead creature in a shroud of frost that pulses with negative energy. During a combat encounter, the first opponent to deal damage to the undead creature with a melee Strike takes 3d6 cold damage and becomes drained 1 as the shroud of ice and rot shatters from the blow. If the undead creature survives the encounter, the shroud of frost reforms the next day. When an undead creature animated or created with this catalyst dies, it can return to animation with half of its Hit Points within 1d4 rounds of its death (unless it was killed in a manner that destroys it remains completely such as a disintegrate spell) with a DC 11 flat check. If the undead creature rises again, a desperate, garbled screech resonates from within its corpse.", + "activation": "Cast a Spell or successfully perform a ritual as the primary or secondary caster" + }, + { + "name": "Shadow Essence", + "trait": "Alchemical, Consumable, Injury, Negative, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=127", + "summary": "Distilled from the Plane of Shadow, this oily substance imposes tenebrous effects. The enfeebled condition from shadow essence lasts for 24 hours.", + "activation": "two-actions] Interact" + }, + { + "name": "Shadow Manse", + "trait": "Conjuration, Magical, Rare, Structure", + "item_category": "Structures", + "item_subcategory": "", + "bulk": "1 when not activated", + "url": "/Equipment.aspx?ID=1717", + "summary": "This miniature dollhouse is made of dark wood with steep eaves and wide windows. Close inspection through the open windows reveals the inside to be elaborately decorated with fine furniture and ebony accoutrements.", + "activation": "minute (command, envision, Interact); Effect You cause the dollhouse to grow into a mansion, 60 feet across and 20 feet high, with a dozen rooms. The mansion pushes aside rather than traps creatures in the area when it is created. The door appears in front of you; it bears no lock and provides easy entrance to anyone. The mansion's interior is well-appointed and dimly lit via wall sconces and fireplaces that emit pale, heatless flames. Each day at dusk, the mansion's dining room produces enough fine food and water to sustain the creatures in the manor at that time. Except for this nourishment, everything inside the manor is nearly impossible to break; even the flimsiest chairs and thinnest draperies have Hardness 20. The material inside the mansion vanishes if removed, but is replaced with the next activation." + }, + { + "name": "Shadow Signet", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3108", + "summary": "This obsidian ring allows you to partially warp your spells through the Netherworld, allowing them to strike directly at a target's body. ", + "activation": "free-action] (concentrate, spellshape); Effect If your next action is to Cast a Spell that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell attack roll against that defense instead of AC. If the spell has multiple targets, the choice of DC applies to all of them." + }, + { + "name": "Shadowed Scale, the Jungle Secret", + "trait": "Artifact, Conjuration, Invested, Magical, Primal, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1530", + "summary": "This gold-inlaid wooden mask depicts the reptilian visage of a mokele-mbembe, a jungle predator seen by the Mwangi as embodiments of nature's strength and majesty. If you're a Magaambyan who already has a mask, you can use Shadowed Scale, the Jungle Secret in lieu of your own mask for the purposes of mask-related abilities, such as Magic Warrior Dedication. When you wear the mask, you are always concealed while in a jungle.", + "activation": "one-action] Interact; Frequency once per hour; Requirements You are adjacent to the body of a creature you killed that has decomposed into soil; Effect You pull a seed from the mask and throw it into the soil, where it sprouts. You cast summon plant or fungus; the spell is heightened to a level equal to one-half of the slain creature's level, rounded up. When the spell's duration ends, the plant creature returns to the soil, where it roots itself and becomes a non-creature piece of flora." + }, + { + "name": "Shadowmist Cape", + "trait": "Apex, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2143", + "summary": "This black cape flows more like a vaporous liquid than fabric. The cape grants you a +3 item bonus to Stealth checks. When you invest the cape, you either increase your Dexterity modifier by 1 or increase it to +4, whichever would give you a higher value .", + "activation": "two-actions] (manipulate); Frequency once per day; Effect With a twirl of the cape, you transform yourself into a puff of gray smoke. You cast vapor form on yourself." + }, + { + "name": "Shadowpiercer", + "trait": "Artifact, Magical, Mythic, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3510", + "summary": "Muted, silvery moonlight gleams along the curved blade of this +4 major striking ghost touch spear. Braided tassels of horsehair dangle from its sturdy haft, and archaic runes in Nidalese script shimmer along the weapon in the presence of shadow magic.", + "activation": "Rebuff Gloom [reaction] (concentrate, occult); Frequency You don’t currently have the drained condition; Trigger You or an ally within 60 feet is targeted by a darkness or shadow effect; Effect Spend a Mythic Point; the spear drains your vitality to counteract the effect. You can attempt to counteract the effect (+46 modifier level, counteract rank 10). You can activate this effect without having a Mythic Point available but doing so makes you drained 2." + }, + { + "name": "Shapespeak Mask", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2353", + "summary": "A shapespeak mask is carved into the shape of an animal, usually tailored to a species of beast that the user favors. While wearing this mask, you can speak when polymorphed into an animal. The mask removes no other limitations, such as the inability to cast spells while transformed." + }, + { + "name": "Shaping Sweet", + "trait": "Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3522", + "summary": "Many inhabitants of the First World can shape their environment around them; weaker creatures can only make minor changes, while powerful entities such as the Eldest can remake entire landscapes. A shaping sweet is a gelatinous, fruit-flavored candy that confers a whisper of this ability on you when you eat it. For 1 hour after eating a shaping sweet, you can make each of the following changes to your surroundings with an Interact action. You can make each change only once." + }, + { + "name": "Shard of Self-Destruction", + "trait": "Cursed, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3516", + "summary": "This jagged shard of bone appears to be and functions as a +1 striking dagger with a sharp edge that is perpetually stained with blood. Whenever you critically hit with the weapon, you deal an additional 1d6 persistent bleed damage, but you also take 1d6 persistent bleed damage. You take a –2 penalty to the flat check to remove this bleed damage, and when you succeed at this flat check, you are exposed to Verex's ruin (see below) as the site of the injury grows red and inflamed, your blood vessels discoloring and swelling as if serrated knives were trying to push their way out." + }, + { + "name": "Shard of the Third Seal", + "trait": "Abjuration, Magical, Unique", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1735", + "summary": "This stone fragment from the Third Seal retains a tiny sliver of that legendary item's power. The shard sheds light constantly, with the effects of a torch requiring no oxygen and generating no heat. The flame can be covered or hidden, but it can't be smothered or quenched.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect By gripping the shard tightly and waving it before you, you can produce the effects of a levitate spell on yourself." + }, + { + "name": "Shared-Pain Sankeit", + "trait": "Cursed, Invested, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=2386", + "summary": "A shared-pain sankeit seems to be an impressive suit of +2 resilient fortification duskwood sankeit shaped to resemble a mighty linnorm. However, it protects you by drawing on the health of your nearby allies. When you roll the flat check for the armor's fortification rune, it protects you normally when you roll a 20. When you roll a 17, 18, or 19, though, the GM determines damage for the critical hit normally, then distributes half to you and the other half evenly among allies within 30 feet of you. If no ally is within range to take the distributed damage, the fortification rune fails to function. This effect manifests the first time an attacker scores a critical hit on you, after which the armor fuses with you." + }, + { + "name": "Shark Diver", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=44", + "summary": "Space 40 feet long, 20 feet wide, 20 feet high" + }, + { + "name": "Shark Tooth Charm", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2992", + "summary": "This dried-seaweed bracelet is lined with charms shaped like small shark teeth. When you activate the bracelet, attempt to Escape using Acrobatics with a +1 item bonus to the check. If you roll a success, you get a critical success instead (if you roll a critical failure, you get a failure instead). If you fail the Acrobatics check against a grabbing creature, the creature must either release you as a free action or take 2d8 piercing damage as shark's teeth momentarily emerge from your skin.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Sharkskin Robe", + "trait": "Invested, Magical, Water", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=2631", + "summary": "This sandy-textured robe comes with sleeves that resemble dorsal fins. It's believed to have been developed by frustrated alchemists from the Universe for trips to the Plane of Water. The sharkskin robe grants you a swim Speed equal to your land Speed and a +2 item bonus to Athletics checks.", + "activation": "Shark's Elegance [two-actions] (concentrate, manipulate); Frequency once per hour; Effect For 1 minute, any time you make a Strike, your weapon or unarmed attack gains the benefit of the underwater weapon property rune." + }, + { + "name": "Sharpened Canines", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3187", + "summary": "Some of your teeth have been replaced with those of a larger meat-eating predator. You gain a jaws unarmed attack that deals 1d6 piercing damage. These jaws are in the brawling group." + }, + { + "name": "Shatterstone", + "trait": "Alchemical, Bomb, Consumable, Sonic, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1905", + "summary": "A shatterstone is a small ceramic orb. Inside are reactive agents that set up an intense field of sonic vibration when the stone breaks. The bomb grants an item bonus to attack rolls and deals sonic damage and sonic splash damage, according to the bomb's type. Much of the sound is ultrasonic, and creatures with sonic weakness that take damage from the bomb must succeed at a Fortitude saving throw at the listed DC or be deafened until the end of their next turn.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 sonic damage and 3 sonic splash damage. The Fortitude DC is 30." + }, + { + "name": "Shatterstone (Greater)", + "trait": "Alchemical, Bomb, Consumable, Sonic, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1905", + "summary": "A shatterstone is a small ceramic orb. Inside are reactive agents that set up an intense field of sonic vibration when the stone breaks. The bomb grants an item bonus to attack rolls and deals sonic damage and sonic splash damage, according to the bomb's type. Much of the sound is ultrasonic, and creatures with sonic weakness that take damage from the bomb must succeed at a Fortitude saving throw at the listed DC or be deafened until the end of their next turn.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 sonic damage and 4 sonic splash damage. The Fortitude DC is 40." + }, + { + "name": "Shawl of Seasons", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3775", + "summary": "PFS Note Characters from Kyonin have access to this option. When using a shawl of seasons, the season is the current season where the player is located.", + "activation": "Change of Seasons 10 minutes (concentrate); Frequency once per day; Effect You arrange the shawl on your shoulders to gain the benefits of a season of your choice until your next daily preparations. If the season you choose is the current season, you also gain a +1 item bonus to Fortitude saving throws." + }, + { + "name": "Shell of Easy Breathing", + "trait": "Magical, Water", + "item_category": "Other", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2632", + "summary": "This large salt-encrusted seashell is more than 2 feet across, with images of deep sea creatures carved around its edge.", + "activation": "Fill the Shell [one-action] (manipulate); Effect You place the shell on a level surface and sprinkle a few drops of water into its basin. The shell slowly fills with saltwater over the course of 1 minute. The shell's magic then becomes active, indicated by a steady stream of bubbles. Moving the shell disturbs its contents, causing the item to deactivate and the water inside to evaporate; otherwise, it remains activated for an unlimited duration." + }, + { + "name": "Shell of Easy Breathing (Greater)", + "trait": "Magical, Water", + "item_category": "Other", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2632", + "summary": "This large salt-encrusted seashell is more than 2 feet across, with images of deep sea creatures carved around its edge.", + "activation": "Fill the Shell [one-action] (manipulate); Effect You place the shell on a level surface and sprinkle a few drops of water into its basin. The shell slowly fills with saltwater over the course of 1 minute. The shell's magic then becomes active, indicated by a steady stream of bubbles. Moving the shell disturbs its contents, causing the item to deactivate and the water inside to evaporate; otherwise, it remains activated for an unlimited duration." + }, + { + "name": "Shield Augmentation", + "trait": "Adjustment, Uncommon", + "item_category": "Adjustments", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1430", + "summary": "There are numerous methods to modify shields—snarling rods to catch weapons, bladed edges, padding for nonlethal strikes, and so on—but all share basic functionality. A shield augmentation can be etched with weapon runes, much like a shield boss or shield spikes, but doesn't otherwise alter your shield's statistics. A shield bearing an augmentation can't be combined with an attached weapon, like shield spikes." + }, + { + "name": "Shield Sconce", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=875", + "summary": "This carefully balanced metal bracket can be attached to the front or top of a shield or tower shield (but not a buckler), allowing you to carry a torch without giving up your shield or holding it in your other hand. While carrying a torch in this way, you must attempt a DC 11 flat check every time you use the Shield Block reaction; on a failure, the torch is extinguished." + }, + { + "name": "Shielding Salve", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=3400", + "summary": "This shimmering paste has many properties of a shield spell. When you slather it onto a creature or object, the target gains a +1 circumstance bonus to AC for 1 round. The first time a physical attack or a force barrage hits the target during that round, the oil prevents 5 damage from that attack or spell, and then the oil's effect ends.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Shifter Prosthesis", + "trait": "Invested, Magical, Transmutation", + "item_category": "Assistive Items", + "item_subcategory": "Prostheses", + "bulk": "1", + "url": "/Equipment.aspx?ID=1369", + "summary": "PFS Note All Pathfinder Society agents also have access to all assistive items from Morhen’s Mobility Apparel", + "activation": "free-action] envision; Frequency once per minute; Effect The prosthesis reshapes into the form of a weapon it has absorbed. The prosthesis has all of the statistics of the weapon, including the effects of any etched runes. The prosthesis remains in this weapon's form until you use this Activation again to revert it back to a prosthesis." + }, + { + "name": "Shifting", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2846", + "summary": "With a moment of manipulation, you can shift this weapon into a different weapon with a similar form. ", + "activation": "Shift Weapon [one-action] (manipulate); Effect The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon's runes and any precious material it's made of apply to the weapon's new shape. Any property runes that can't apply to the new form are suppressed until the item takes a shape to which they can apply." + }, + { + "name": "Shimmering Dust", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1009", + "summary": "This luminous mica dust fluoresces for a short time after being exposed to significant amounts of magical energy. When a creature fails its save against a cloud of glitterdust created using this catalyst, glowing grains stick to them, causing them to shed dim light in a 20-foot radius for as long as their invisibility is negated by the spell as well as causing them to take a –2 circumstance penalty to Stealth for that duration.", + "activation": "Cast a Spell" + }, + { + "name": "Shining Ammunition", + "trait": "Consumable, Light, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2926", + "summary": "Shining ammunition gives off a faint glow. When shot, it sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. If it hits a target, it sticks, causing the target to shed light in the same radius. A creature can remove the ammunition with an Interact action, but the ammunition itself continues to glow for the rest of the duration or until destroyed." + }, + { + "name": "Shining Hackle", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3978", + "summary": "Some troops wear this plume of short feathers in their hats as part of a formal uniform, but the soft glow emanating from it can be useful elsewhere. While wearing the shining hackle, you gain a +1 item bonus to Perception checks based on sight, but you also take a –1 item penalty to your Stealth checks.", + "activation": "Glowing Hackle [one-action] (concentrate, light); Effect Your shining hackle glows even brighter, shedding bright light in a 20-foot radius (and dim light for the next 20 feet). This effect lasts until you Dismiss it." + }, + { + "name": "Shining Symbol", + "trait": "Divine, Invested, Light", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3109", + "summary": "If you worship a deity, this golden amulet transforms into your deity's religious symbol when you invest it. You gain a +1 item bonus to Religion. The symbol casts dim light in a 20-foot emanation.", + "activation": "Spiritual Light [two-actions] (concentrate, light, revelation); Frequency once per day; Effect The light cast by the symbol becomes bright light for 10 minutes and shines through bodies to reveal hints of the spirits within. Creatures in the light receive a –1 status penalty to Deception and Stealth checks. You can Dismiss this activation." + }, + { + "name": "Shining Symbol (Greater)", + "trait": "Divine, Invested, Light", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3109", + "summary": "If you worship a deity, this golden amulet transforms into your deity's religious symbol when you invest it. You gain a +1 item bonus to Religion. The symbol casts dim light in a 20-foot emanation.", + "activation": "Spiritual Light [two-actions] (concentrate, light, revelation); Frequency once per day; Effect The light cast by the symbol becomes bright light for 10 minutes and shines through bodies to reveal hints of the spirits within. Creatures in the light receive a –1 status penalty to Deception and Stealth checks. You can Dismiss this activation." + }, + { + "name": "Shining Symbol (Major)", + "trait": "Divine, Invested, Light", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3109", + "summary": "If you worship a deity, this golden amulet transforms into your deity's religious symbol when you invest it. You gain a +1 item bonus to Religion. The symbol casts dim light in a 20-foot emanation.", + "activation": "Spiritual Light [two-actions] (concentrate, light, revelation); Frequency once per day; Effect The light cast by the symbol becomes bright light for 10 minutes and shines through bodies to reveal hints of the spirits within. Creatures in the light receive a –1 status penalty to Deception and Stealth checks. You can Dismiss this activation." + }, + { + "name": "Shining Wayfinder", + "trait": "Abjuration, Divination, Evocation, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=470", + "summary": "This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe.", + "activation": "minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space." + }, + { + "name": "Shiver", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=627", + "summary": "A compound produced from the hallucinogenic venom of certain spiders, shiver is common in black markets. The addiction to shiver has the virulent trait.", + "activation": "one-action] Interact" + }, + { + "name": "Shock", + "trait": "Electricity, Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2847", + "summary": "Electric arcs crisscross shock weapons, dealing an extra 1d6 electricity damage on a hit. On a critical hit, electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target." + }, + { + "name": "Shock (Greater)", + "trait": "Electricity, Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2847", + "summary": "Electric arcs crisscross shock weapons, dealing an extra 1d6 electricity damage on a hit. On a critical hit, electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target." + }, + { + "name": "Shockguard Coil", + "trait": "Consumable, Evocation, Magical, Rare, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1137", + "summary": "This miniature Stasian coil talisman emits small sparks when jostled. It uses a combination of Stasian technology and evocation magic to erupt in electricity when discharged. When you activate the coil, the foe takes 2d12 electricity damage (DC 27 basic Reflex save). On a failed save, the foe is flat-footed until the start of its next turn.", + "activation": "free-action] Interact; Trigger You Shield Block a foe's melee unarmed attack or melee attack with the affixed shield." + }, + { + "name": "Shockwave", + "trait": "Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2848", + "summary": "Shockwave weapons magically increase their density and momentum when swung, creating a thudding impact on those nearby. Strikes with this weapon deal bludgeoning splash damage equal to the number of weapon damage dice. You're immune to this splash damage." + }, + { + "name": "Shoony Shovel", + "trait": "Earth, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=635", + "summary": "This ornate, compact shovel has a golden handle wrapped with beautiful crimson bulette leather. Its silver head never gets dirty or worn no matter how much you use it. Its true magic, however, is in its ability to dig on its own.", + "activation": "two-actions] command, envision; Frequency once per day; Effect You place the shovel in a starting position and specify the dimensions and direction to dig (such as “Dig down 8 feet in a rectangle sized 30 feet by 40 feet” or “Dig straight ahead for 30 feet”). The shovel then animates and digs on its own at a rate of one 5-foot cube per 10 minutes until the task is complete or it is picked up. It can dig through dirt, gravel, sand, snow, or similar loose material, but the shovel stops digging (or digs around, if commanded) if it strikes stone or another solid material. A shoony shovel can sense if its digging path will cause a building to collapse, harm a creature, or otherwise create significant problems, in which case it automatically stops digging." + }, + { + "name": "Shootist Bandolier", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=937", + "summary": "This leather bandolier holds up to three repeating hand crossbow magazines in leather pockets that pop open with the quick flick of a thumb. You reduce the reload time for a repeating hand crossbow magazine from the bandolier by 1, to a total of 2 actions. You can wear only one shootist bandolier at a time." + }, + { + "name": "Shortbread Spy", + "trait": "Consumable, Divination, Magical, Scrying, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=1033", + "summary": "Though this item looks like a simple cookie in the shape of a humanoid, it springs to life once decorated with icing or other edible substances. The cookie then scrambles away at a Speed of 15 feet, returning to the same spot about 1 hour later, which gives it enough time to travel roughly a half-mile away and then return along the same path. The cookie spy is oblivious to your instructions and can't be given directions, instead following a path of its own choosing. Upon its return, it falls to the ground, never to move again.", + "activation": "minute (Interact)" + }, + { + "name": "Shot of the First Vault", + "trait": "Artifact, Divine, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3124", + "summary": "Legends claim that some long-forgotten god stole the original bundle of shots of the First Vault from Abadar's repository. Since then, individual pieces have turned up throughout the multiverse. When you pick up a shot of the First Vault, it immediately reshapes itself to function with any ranged weapon and establishes you as its owner until another creature picks it up. As its owner, you can use the shot's single-action activation after shooting it.", + "activation": "Vault Deposit [three-actions] (manipulate); Effect You line up a perfectly aimed attack directly toward the First Vault. You Strike a creature, then the shot of the First Vault attempts to bring your target with it as it returns to the First Vault. Unless your attack roll is a critical failure, the creature must attempt a DC 45 Reflex save; this effect has the incapacitation trait. Regardless, the shot of the First Vault returns to the First Vault." + }, + { + "name": "Shrapnel Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1132", + "summary": "This snare uses tightly wound springs, clockwork, and shrapnel to cause devastating damage. When a creature enters the snare's square, the trap releases, dealing 12d6 piercing damage in a deafening explosion. Everyone in a 10-foot radius of the snare's square must attempt a DC 31 Reflex save." + }, + { + "name": "Shrieking Key", + "trait": "Cursed, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2387", + "summary": "A skull-topped metal shrieking key appears to be a skeleton key, useful in place of thieves' tools when attempting to Pick a Lock. A shrieking key has no activation, however. When you use it to Pick a Lock, the key emits a loud shriek audible for 500 feet despite ambient noise. Physical barriers still block or muffle the shriek as normal. You also take a –2 circumstance penalty to the Thievery check rather than enjoying a bonus. After you attempt such a check with the key the first time, it fuses to you, returning to your possession if discarded. To use another device to Pick a Lock, you must first succeed at a DC 20 Will save." + }, + { + "name": "Shrieking Skull", + "trait": "Auditory, Consumable, Enchantment, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1233", + "summary": "This dried skull of a snake is mounted atop the firearm's barrel or affixed to a crossbow's stock. When activated, the skull crawls onto the ammunition loaded in the affixed weapon. If you Strike with the weapon before the end of your turn, the skull lets out a bloodcurdling scream as the ammunition approaches its target. Regardless of whether the Strike is a success, the screaming skull allows you to attempt to Demoralize the target as well as each enemy within 30 feet of the target.", + "activation": "one-action] envision; Requirements You're an expert in Intimidation and the affixed weapon is loaded." + }, + { + "name": "Shrinking Potion", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2958", + "summary": "This fungus-flavored potion conveys the effects of the shrink spell to make you and all your gear smaller. After the onset, you remain small for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Shrinking Potion (Greater)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2958", + "summary": "This potion has no onset, lasts for 1 hour, and grants the effects of a 4th-rank shrink spell. In addition, you gain a +2 item bonus to Stealth checks while shrunken.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Sibling's Coin", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1627", + "summary": "Contrary to widespread belief, secret handshakes are not the preferred method of confirmation between secret society members, mostly because this would be obvious in the middle of a crowded street or busy tavern. Instead, societies tend to mark each other by carrying sibling's coins. The name was originally coined by a past secret society that has since fallen into obscurity, but its ingenious coins remain. The coins are innocuous, resembling common silver coins until the owner twists the outer edge clockwise. At this point, the face of the coin rotates to reveal the symbol of the secret society of the owner. Suspected compatriots often toy with their coins as a half-recognized fidget, before trying to subtly flash the inscription to their fellow conversationalist." + }, + { + "name": "Siccatite Chunk", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1423", + "summary": "In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances or one substance that determines its temperature output via some unknown process. Whatever the reason, the extreme temperature of the material means it must be handled carefully. Hot siccatite can easily ignite flammables such as paper and dry brush, and cold siccatite left in moist areas quickly surrounds itself with a thick layer of ice. A creature that comes into physical contact with a significant amount of siccatite takes 1 energy damage for each round of continued contact (either fire or cold damage, for hot and cold siccatite respectively)." + }, + { + "name": "Siccatite Ingot", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1423", + "summary": "In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances or one substance that determines its temperature output via some unknown process. Whatever the reason, the extreme temperature of the material means it must be handled carefully. Hot siccatite can easily ignite flammables such as paper and dry brush, and cold siccatite left in moist areas quickly surrounds itself with a thick layer of ice. A creature that comes into physical contact with a significant amount of siccatite takes 1 energy damage for each round of continued contact (either fire or cold damage, for hot and cold siccatite respectively)." + }, + { + "name": "Siccatite Object (High-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1423", + "summary": "In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances or one substance that determines its temperature output via some unknown process. Whatever the reason, the extreme temperature of the material means it must be handled carefully. Hot siccatite can easily ignite flammables such as paper and dry brush, and cold siccatite left in moist areas quickly surrounds itself with a thick layer of ice. A creature that comes into physical contact with a significant amount of siccatite takes 1 energy damage for each round of continued contact (either fire or cold damage, for hot and cold siccatite respectively)." + }, + { + "name": "Siccatite Object (Standard-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1423", + "summary": "In its raw state, this silvery ore is either scalding hot or freezing cold. Metallurgists disagree over whether siccatite is two related substances or one substance that determines its temperature output via some unknown process. Whatever the reason, the extreme temperature of the material means it must be handled carefully. Hot siccatite can easily ignite flammables such as paper and dry brush, and cold siccatite left in moist areas quickly surrounds itself with a thick layer of ice. A creature that comes into physical contact with a significant amount of siccatite takes 1 energy damage for each round of continued contact (either fire or cold damage, for hot and cold siccatite respectively)." + }, + { + "name": "Siege Barge", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=113", + "summary": "These special barges were designed to siege river and oceanside fortresses and enemy encampments. In addition to carrying two huge siege weapons and their crews, these barges also hold a variety of stones and other siege projectiles." + }, + { + "name": "Siege Dragon", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=95", + "summary": "Crafted to appear as a chunky adamantine dragon at a distance, this vehicle is designed to scare civilians and intimidate enemy armies on the battlefield below." + }, + { + "name": "Siege Tower", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=17", + "summary": "The siege tower uses pushed propulsion, which uses the same rules as pulled. " + }, + { + "name": "Sifting Pan", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3251", + "summary": "A simple circular or rectangle pan with a mesh on the bottom. Often used for sifting through dirt or mud to find gold, sifting pans can be used to search for many materials, depending on the size of the holes in the mesh." + }, + { + "name": "Sight-Theft Grit", + "trait": "Consumable, Divine, Ingested, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=833", + "summary": "This blackish grit seems to absorb light and resembles particularly dark flakes of black pepper. Infused with the blindness spell, sight-theft grit causes the victim's sight to dim and then depart altogether. The blinded condition from this poison lasts for an additional 24 hours once the poison has run its course.", + "activation": "one-action] Interact" + }, + { + "name": "Sighting Shot", + "trait": "Consumable, Light, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2057", + "summary": "Eyes are carved onto a sighting shot. When you Activate the ammunition, it glows, shedding bright light for 20 feet and dim light for 20 feet beyond that. If you shot the activated ammunition, your mind swirls with images of what the sighting shot passed and hit as if you sprinted along the ammunition's course. You see this path as if with your normal visual senses. Once a sighting shot hits anything or reaches its maximum range, it stops transmitting images to you. A sighting shot's light is visible to creatures who didn't Activate the ammunition, but they receive no special information from it.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Sightless Tincture", + "trait": "Alchemical, Consumable, Ingested, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2013", + "summary": "PFS Note The clause of sightless tincture which states that \"the blinded condition from this poison lasts for an additional 24 hours once the poison has run its course\" only applies if the victim reaches Stage 3 and is blinded.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Sigil of the First Clan", + "trait": "Enchantment, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2679", + "summary": "This intricate gold and adamantine clasp depicts the sigil of Clan Taargick, house of the famed King Taargick, founder of Tar Taargadth. When displayed prominently, other dwarves give more weight to your words. You gain a +1 circumstance bonus to Diplomacy and Intimidation checks against dwarves and against anyone who considers themselves a staunch ally of Clan Taargick. Against anyone who considers Clan Taargick an enemy, such as worshippers of Droskar and many orcs, you instead take a –1 circumstance penalty to Diplomacy and Intimidation checks.", + "activation": "one-action] command; Frequency once per day; Effect You wield the authority of Clan Taargick like a gavel, enforcing your word as law. You cast 1st-level command with a DC of 24." + }, + { + "name": "Signal Whistle", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2751", + "summary": "When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain." + }, + { + "name": "Signaling Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3383", + "summary": "A subtle snare used in hunting or tracking, a signaling snare often consists of carefully prepared earth, piled sand or stones, specific arrangements of vegetation, and so forth. When a creature enters a square of a signaling snare, nothing happens to the creature, but instead it causes a small, unobtrusive disruption to the terrain that allows the snare's creator or another creature who knows what to look for to determine whether a creature of the appropriate size entered the square." + }, + { + "name": "Silencer", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1206", + "summary": "One of the more prolifically used devices developed in the infamous Alkenstar Gunworks, these small firearm components are capable of muffling most of the weapons' explosive sound when fired. Without a silencer, a firearm's shot makes a loud and distinctive bang, which can easily be heard through doors and thin walls, but firearms equipped with silencers only make a quiet noise when fired. Due to engineering constraints, a silencer can't be attached to any firearm with the scatter trait. Attaching a silencer to a firearm takes 1 minute, and the silencer is consumed the first time a shot is fired through it." + }, + { + "name": "Silencing Ammunition", + "trait": "Consumable, Illusion, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1244", + "summary": " Silencing ammunition is particularly dense and seems to dampen sounds around it. On a successful Strike, an activated piece of silencing …", + "activation": "one-action] Interact" + }, + { + "name": "Silencing Shot", + "trait": "Consumable, Illusion, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1197", + "summary": "This shimmering, golden-hued ammunition never makes any sound. A creature hit by a silencing shot is subject to the effects of a 4th-level silence spell (DC 25).", + "activation": "one-action] envision" + }, + { + "name": "Silent Bell", + "trait": "Illusion, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1628", + "summary": "This large handbell is made from cast bronze and has a wooden handle. The outside of the bell is covered in fine etchings, showing a group of varied people sitting around a table with clouds obscuring anyone in the background. The clapper is curiously absent from this bell and, when idly rung, it produces no audible sound.", + "activation": "three-actions] envision, Interact; Frequency once per day; Effect The silent bell creates an invisible wall surrounding a cube, 20 feet to a side, that prevents sound from passing into or from the cube for 10 minutes. The wall isn't solid and doesn't prevent anything but sound from passing through. Since the cube is invisible, creatures can still read lips and body language through the wall." + }, + { + "name": "Silent Heart", + "trait": "Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1807", + "summary": "Abraxas teaches that the true heart is impenetrable, dedicated only to knowledge. This tattoo of a venom-soaked heart provides a +1 item bonus to Occultism checks.", + "activation": "reaction] envision; Frequency once per hour; Trigger You're about to attempt a saving throw against an emotion effect or an effect that would make you controlled; Effect Abraxas envelops your heart in the shadow of his secret, granting you a +2 status bonus on your saving throw against the triggering effect." + }, + { + "name": "Silhouette Cloak", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1306", + "summary": "In bright light, this dark cloak shimmers with patches of color that shift and move even when the cloth is still. In dim light or darkness, the cloak seems to blend into your surroundings and grants you a +3 item bonus to Stealth checks.", + "activation": "reaction] Interact; Frequency once per day; Trigger You take damage; Effect You fold the cloak over yourself and vanish into your shadow for a moment, gaining the benefits of the first activation until the end of the current creature's turn. The damage resistance applies to the triggering damage." + }, + { + "name": "Silvanshee Collar", + "trait": "Apex, Holy, Invested, Magical, Rare", + "item_category": "Apex Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3649", + "summary": "A silvanshee collar appears as a collar of prismatic cloth affixed with a tiny bell, but once worn on the body or affixed to your hair, a Tiny cat wearing a similar (but nonmagical) collar appears at your feet. This cat is similar to a silvanshee agathion, but its stats are determined as if you gained the Pet general feat. When you first invest the collar, you must name your silvanshee pet, then build its statistics as detailed in the Pet general feat. The silvanshee has a name (chosen by you) and a unique personality. Whenever you invest the same silvanshee collar, the silvanshee who appears is the same one you named and chose the first time. If you already have a pet, familiar, or other companion that uses the Pet feat, that pet can change its shape as an action to appear as a silvanshee agathion at will (while perhaps retaining some of your pet’s cosmetic traits at your option), but this doesn’t otherwise alter your existing pet’s statistics.", + "activation": "Awww! [reaction] (concentrate, fortune, visual); Frequency once per hour; Trigger You fail on an attempt to Lie or Make an Impression; Requirements Your pet can observe you; Effect Your pet does something distracting or adorable at the precise moment you failed, allowing you to reroll the failed check and to use the result of your choice as the actual result." + }, + { + "name": "Silver (Ingot)", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1781", + "summary": "" + }, + { + "name": "Silver Chunk", + "trait": "Precious", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2920", + "summary": "Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated." + }, + { + "name": "Silver Crescent (Greater)", + "trait": "Alchemical, Consumable, Light, Lozenge", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1930", + "summary": "A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against olfactory effects according to the crescent's type. 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." + }, + { + "name": "Silver Crescent (Lesser)", + "trait": "Alchemical, Consumable, Light, Lozenge", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1930", + "summary": "A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against olfactory effects according to the crescent's type. 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." + }, + { + "name": "Silver Crescent (Moderate)", + "trait": "Alchemical, Consumable, Light, Lozenge", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "", + "url": "/Equipment.aspx?ID=1930", + "summary": "A piquant tamarind and chili-lime flavor infuses a silver crescent, which was first created to aid those battling the undead. For 1 hour, you shed cool, white light like a torch, and you gain an item bonus to saving throws against olfactory effects according to the crescent's type. 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." + }, + { + "name": "Silver Ingot", + "trait": "Precious", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2920", + "summary": "Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated." + }, + { + "name": "Silver Object (High-Grade)", + "trait": "Precious", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2920", + "summary": "Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated." + }, + { + "name": "Silver Object (Low-Grade)", + "trait": "Precious", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2920", + "summary": "Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated." + }, + { + "name": "Silver Object (Standard-Grade)", + "trait": "Precious", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2920", + "summary": "Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated." + }, + { + "name": "Silver Orb (Greater)", + "trait": "Alchemical, Bomb, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2523", + "summary": "Filled with sharp silver flings and alchemical reagents, this glass sphere leaves behind a cloud of dangerous shards. A creature hit with the orb takes 1 slashing damage and is covered with silver filings, making weapons and unnarmed attacks damaging them be treated as silver until they spend an Interact action to clean off.", + "activation": "one-action] Strike", + "effect": "The cloud deals 5d6 slashing damage and the save DC\r\nis 39." + }, + { + "name": "Silver Orb (Lesser)", + "trait": "Alchemical, Bomb, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2523", + "summary": "Filled with sharp silver flings and alchemical reagents, this glass sphere leaves behind a cloud of dangerous shards. A creature hit with the orb takes 1 slashing damage and is covered with silver filings, making weapons and unnarmed attacks damaging them be treated as silver until they spend an Interact action to clean off.", + "activation": "one-action] Strike", + "effect": "The cloud deals 1d6 slashing damage and the save DC\r\nis 19." + }, + { + "name": "Silver Powder Orb", + "trait": "Alchemical, Bomb, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2523", + "summary": "Filled with sharp silver flings and alchemical reagents, this glass sphere leaves behind a cloud of dangerous shards. A creature hit with the orb takes 1 slashing damage and is covered with silver filings, making weapons and unnarmed attacks damaging them be treated as silver until they spend an Interact action to clean off.", + "activation": "one-action] Strike", + "effect": "The cloud deals 3d6 slashing damage and the save DC\r\nis 29." + }, + { + "name": "Silver Salve", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3358", + "summary": "You can slather this silvery paste onto one melee or ranged weapon, or 10 pieces of ammunition. Silver salve spoils quickly, so you must use a vial all at once. For the next hour, the weapon or ammunition counts as silver instead of its normal precious material (such as cold iron) for any physical damage it deals.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Silver Snake Cane", + "trait": "Magical, Metal, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2618", + "summary": "This shimmery metal cane is both an assistive device and a popular companion for many zuhras. The cane's possessor can spend 1 minute feeding the cane an elixir or a dose of ingested or injury poison to fill its venom sac. The cane can store only one such alchemical item at a time, and it expels the alchemical item when either 24 hours pass or it's fed a new alchemical item.", + "activation": "True Silver Snake [one-action] (concentrate); Prerequisite You're a zuhra; Effect The cane transforms into a giant viper made of silver. All its Strikes are silver. It acts independently but obeys you. You can Dismiss this activation." + }, + { + "name": "Silver Transmuting Ingot", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3897", + "summary": "A miniature ingot of metal hangs upon a leather cord, with deep weapon grooves on its surface. A weapon it’s applied to counts as a particular precious material for physical damage it deals for 1 minute, depending on its type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Silver Tripod", + "trait": "Conjuration, Consumable, Force, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1235", + "summary": "This tiny, silver facsimile of a weapon tripod is usually attached to the underside of the affixed weapon's barrel. When activated, it creates an invisible construct of magical force that attaches to the weapon and automatically stabilizes it in any location, even in midair. The effect lasts for 1 minute or until you Dismiss it. The effect also ends immediately if you let go of the affixed weapon. The affixed weapon cannot be moved while this effect is active.", + "activation": "one-action] envision" + }, + { + "name": "Silvered Marp Fur", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "", + "url": "/Equipment.aspx?ID=3263", + "summary": "A marp that gnaws on silver rather than gold grows fur tipped with silver that can be further processed into a versatile spell catalyst. A spellcaster who uses silvered marp fur with an impaling spike spell creates a silver spike rather than a cold iron one.", + "activation": "Cast a Spell" + }, + { + "name": "Silversoul Bomb", + "trait": "Alchemical, Bomb, Consumable, Mental, Rare, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3153", + "summary": "This rare alchemical bomb gathers and concentrates the emotions that linger in a burial ground where generations of beloved ancestors have been interred, infusing that powerful emotional energy into the alchemically prepared powdered silver stored within the bomb. This energy glows with a soft, silver radiance and, if contained in a clear container, allows a silversoul bomb to be used as a torch to illuminate an area.", + "activation": "two-actions] Interact", + "effect": "You gain a +1 item bonus to attack rolls, and the bomb deals 2d4 mental damage, 1d6 persistent mental damage to nindorus, and 2 mental splash damage. …" + }, + { + "name": "Silversoul Bomb (Greater)", + "trait": "Alchemical, Bomb, Consumable, Mental, Rare, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3153", + "summary": "This rare alchemical bomb gathers and concentrates the emotions that linger in a burial ground where generations of beloved ancestors have been interred, infusing that powerful emotional energy into the alchemically prepared powdered silver stored within the bomb. This energy glows with a soft, silver radiance and, if contained in a clear container, allows a silversoul bomb to be used as a torch to illuminate an area.", + "activation": "two-actions] Interact", + "effect": "You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 mental damage, 2d6 persistent mental damage to nindorus, and 3 mental splash damage. …" + }, + { + "name": "Silversoul Bomb (Major)", + "trait": "Alchemical, Bomb, Consumable, Mental, Rare, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3153", + "summary": "This rare alchemical bomb gathers and concentrates the emotions that linger in a burial ground where generations of beloved ancestors have been interred, infusing that powerful emotional energy into the alchemically prepared powdered silver stored within the bomb. This energy glows with a soft, silver radiance and, if contained in a clear container, allows a silversoul bomb to be used as a torch to illuminate an area.", + "activation": "two-actions] Interact", + "effect": "You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 mental damage, 3d6 persistent mental damage to nindorus, and 4 mental splash damage. …" + }, + { + "name": "Silvertongue Mutagen (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3321", + "summary": "Your features become striking, and your voice becomes musical and commanding, though emotion clouds your reason.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Silvertongue Mutagen (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3321", + "summary": "Your features become striking, and your voice becomes musical and commanding, though emotion clouds your reason.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Silvertongue Mutagen (Major)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3321", + "summary": "Your features become striking, and your voice becomes musical and commanding, though emotion clouds your reason.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Silvertongue Mutagen (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3321", + "summary": "Your features become striking, and your voice becomes musical and commanding, though emotion clouds your reason.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Singing Bowl of the Versatile Stance", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=574", + "summary": "In true Iroran form, the simplicity of this small, inverted copper bell belies its flawlessness. When struck with a mallet (included with the singing bowl), it emits a harmonious tone that inspires bodily perfection in those who know how to hear it.", + "activation": "one-action] Interact (auditory); Effect While holding the singing bowl of the versatile stance with one hand, you strike the lip of it with a mallet held in the other. Anyone within 60 feet currently in a stance can spend a reaction to use one of their stance actions in order to change to a different stance." + }, + { + "name": "Singing Muse", + "trait": "Abjuration, Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1091", + "summary": "This small figurine is carved from a single piece of silvery, spiky stone and resembles a beautiful dryad pouring water into a small pool. When you activate the muse, you are momentarily enlightened with inspiration that bolsters your performance. If you roll a success on your triggering check, you get a critical success instead.", + "activation": "reaction] envision; Trigger You attempt a Performance check" + }, + { + "name": "Singing Stone", + "trait": "Earth, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2596", + "summary": "A singing stone looks like a drinking cup made of polished rock, and it always faintly hums or keens. Anyone who carries the cup for some time senses that it changes its tune depending on the types of rock nearby and that it grows quiet in areas with little stone. A singing stone is a planar key for interplanar teleport and similar magic. When it's used this way, you're more likely to arrive where you intend to be, appearing 1d6×25 miles from your intended destination instead of 1d10×25 miles away.", + "activation": "Stone's Sight [one-action] (manipulate, revelation); Frequency once per day; Effect Placing the singing stone against a rocky surface, you cause it to reverberate, revealing what's behind or beneath the surface. You get a mental image of this area that's 15 feet deep and 5 feet in diameter. The image doesn't convey color, but it's clear to you what objects or creatures within are moving and which are stationary. The image is instant, however, and therefore doesn't allow you to track movement over time." + }, + { + "name": "Singing Sword", + "trait": "Intelligent, Occult, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3127", + "summary": "A singing sword is a +1 striking longsword imbued with the consciousness of a boisterous bard, and therefore constantly sings at all times. A …", + "activation": "Counter Performance [reaction] (concentrate); Frequency once per hour; Trigger You or an ally within 60 feet rolls a saving throw against an auditory effect; Effect The singing sword casts counter performance." + }, + { + "name": "Singularity Ammunition", + "trait": "Consumable, Evocation, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1307", + "summary": "Singularity ammunition seems to pull in the light around it, swirling along the surface in a misty pattern. An activated singularity arrow creates a strong gravitational force, centered on the creature hit. All creatures in a 10-foot emanation from the target must succeed at a DC 30 Fortitude save or be pulled 5 feet closer to the target. The singularity then explodes, dealing 7d12 bludgeoning damage to the original target and all creatures in a 5-foot emanation (DC 28 basic Reflex save).", + "activation": "one-action] Interact" + }, + { + "name": "Sinister Knight", + "trait": "Abjuration, Illusion, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=518", + "summary": "Sinister knight armor shrouds the wearer’s identity in secrecy, allowing Crimson Reclaimers to pass among foes without being immediately unmasked. The wearer gains a +1 item bonus to Deception checks.", + "activation": "one-action] envision; Effect With a thought, the wearer activates a disguise. While the sinister knight armor’s disguise is active, any identifying insignia or aesthetic of the armor is replaced by generic malevolent aesthetics such as spikes or demonic faces. While in the disguise, the wearer is always considered to be taking precautions against lifesense, and even a creature that successfully notices the wearer with its lifesense mistakes the wearer for an undead unless it critically succeeds at its Perception check or the wearer critically fails a Deception or Stealth check. Finally, while in the disguise, the rune attempts to counteract any effects that would reveal your alignment; on a successful counteract check, rather than negate the effect, the rune causes the effect to perceive your alignment as evil (maintaining any lawful or chaotic component of your alignment)." + }, + { + "name": "Sinuous Recorder", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3946", + "summary": "This ash recorder is highly polished, with a spiral, serpentine pattern etched along its length. The recorder grants you a +1 item bonus to Performance checks while playing music with the instrument.", + "activation": "Sooth Serpents [two-actions] (auditory, concentrate, manipulate); Frequency once per day; Effect You play a swift composition that fascinates all snakes, pythons, vipers, and serpents that hear it. At the GM’s discretion, creatures with major serpentine features, such as serpentfolk, are also subjected to this effect. All such creatures within a 30-foot emanation must attempt a DC 20 Will save." + }, + { + "name": "Sisterstone Chunk", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1720", + "summary": "Sisterstone is a term used for two closely related ores infused by the spiritual runoff in the Field of Maidens, dusk sisterstone and scarlet sisterstone. They have the same physical properties except for color—dusk sisterstone is a pale orange while scarlet sisterstone is orange-red. When near an object made of the other type of sisterstone, they both begin exuding spiritual energy that repels undead." + }, + { + "name": "Sisterstone Ingot", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1720", + "summary": "Sisterstone is a term used for two closely related ores infused by the spiritual runoff in the Field of Maidens, dusk sisterstone and scarlet sisterstone. They have the same physical properties except for color—dusk sisterstone is a pale orange while scarlet sisterstone is orange-red. When near an object made of the other type of sisterstone, they both begin exuding spiritual energy that repels undead." + }, + { + "name": "Sisterstone Object (High-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1720", + "summary": "Sisterstone is a term used for two closely related ores infused by the spiritual runoff in the Field of Maidens, dusk sisterstone and scarlet sisterstone. They have the same physical properties except for color—dusk sisterstone is a pale orange while scarlet sisterstone is orange-red. When near an object made of the other type of sisterstone, they both begin exuding spiritual energy that repels undead." + }, + { + "name": "Sisterstone Object (Low-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1720", + "summary": "Sisterstone is a term used for two closely related ores infused by the spiritual runoff in the Field of Maidens, dusk sisterstone and scarlet sisterstone. They have the same physical properties except for color—dusk sisterstone is a pale orange while scarlet sisterstone is orange-red. When near an object made of the other type of sisterstone, they both begin exuding spiritual energy that repels undead." + }, + { + "name": "Sisterstone Object (Standard-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1720", + "summary": "Sisterstone is a term used for two closely related ores infused by the spiritual runoff in the Field of Maidens, dusk sisterstone and scarlet sisterstone. They have the same physical properties except for color—dusk sisterstone is a pale orange while scarlet sisterstone is orange-red. When near an object made of the other type of sisterstone, they both begin exuding spiritual energy that repels undead." + }, + { + "name": "Sixfingers Elixir (Greater)", + "trait": "Alchemical, Consumable, Elixir, Polymorph, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=791", + "summary": "This gritty, spicy fluid causes you to grow a sixth finger on each hand and gives you a spiderlike grip. You gain a +2 item bonus to your Reflex DC to keep from being Disarmed and a climb Speed of 20 feet for the listed duration.", + "activation": "one-action] Interact" + }, + { + "name": "Sixfingers Elixir (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Polymorph, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=791", + "summary": "This gritty, spicy fluid causes you to grow a sixth finger on each hand and gives you a spiderlike grip. You gain a +2 item bonus to your Reflex DC to keep from being Disarmed and a climb Speed of 20 feet for the listed duration.", + "activation": "one-action] Interact" + }, + { + "name": "Sixfingers Elixir (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Polymorph, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=791", + "summary": "This gritty, spicy fluid causes you to grow a sixth finger on each hand and gives you a spiderlike grip. You gain a +2 item bonus to your Reflex DC to keep from being Disarmed and a climb Speed of 20 feet for the listed duration.", + "activation": "one-action] Interact" + }, + { + "name": "Size-Changing", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2795", + "summary": "This armor can make itself and its wearer quickly change size. ", + "activation": "Change Size [one-action] (concentrate); Frequency once per day; Effect The armor casts your choice of enlarge or shrink on you." + }, + { + "name": "Skarja's Heartstone", + "trait": "Abjuration, Invested, Occult, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=487", + "summary": "This pale gemstone grants its wearer a +2 item bonus to saving throws and the ability to discern a target's alignment (as detect alignment, but can detect chaotic, evil, good, and lawful auras simultaneously) at will by peering through the gemstone.", + "activation": "one-action] command; Requirements You must be touching the heartstone; Effect The heartstone attempts to counteract one disease affecting you (counteract level 7, counteract modifier +23)." + }, + { + "name": "Skeleton Key", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3030", + "summary": "A grinning skull tops the bow of this macabre key. This key can be used in place of a thieves' toolkit when attempting to Pick a Lock, and it grants a +1 item bonus to the Thievery check. If the skeleton key becomes broken due to a critical failure on the check, it works as a normal thieves' toolkit and loses its benefits until repaired.", + "activation": "Loosen Lock [free-action] (manipulate); Frequency once per day; Effect The key casts breach on the lock you're trying to pick." + }, + { + "name": "Skeleton Key (Greater)", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3030", + "summary": "A grinning skull tops the bow of this macabre key. This key can be used in place of a thieves' toolkit when attempting to Pick a Lock, and it grants a +1 item bonus to the Thievery check. If the skeleton key becomes broken due to a critical failure on the check, it works as a normal thieves' toolkit and loses its benefits until repaired.", + "activation": "Loosen Lock [free-action] (manipulate); Frequency once per day; Effect The key casts breach on the lock you're trying to pick." + }, + { + "name": "Skeptic's Elixir (Greater)", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=917", + "summary": "This elixir sharpens your mind and allows you to see through lies, falsehoods, and magical trickery. You gain an item bonus to Perception checks and Perception DCs to notice falsehoods, whether they're spoken lies or written deceit. You gain this same item bonus to Will saves.", + "activation": "one-action] Interact" + }, + { + "name": "Skeptic's Elixir (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=917", + "summary": "This elixir sharpens your mind and allows you to see through lies, falsehoods, and magical trickery. You gain an item bonus to Perception checks and Perception DCs to notice falsehoods, whether they're spoken lies or written deceit. You gain this same item bonus to Will saves.", + "activation": "one-action] Interact" + }, + { + "name": "Skeptic's Elixir (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=917", + "summary": "This elixir sharpens your mind and allows you to see through lies, falsehoods, and magical trickery. You gain an item bonus to Perception checks and Perception DCs to notice falsehoods, whether they're spoken lies or written deceit. You gain this same item bonus to Will saves.", + "activation": "one-action] Interact" + }, + { + "name": "Skimmer", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=114", + "summary": "This sleek vessel generally appears as a fast-moving catamaran. Using a pair of clockwork mechanisms, the main hulls can be lifted out of the water, with only the narrow blade of their keels remaining slightly below the surface, turning the skimmer into an even faster hydrofoil, doubling its normal speed." + }, + { + "name": "Skinsaw Mask", + "trait": "Divine, Invested, Uncommon, Unholy", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2354", + "summary": "A patchwork of humanoid flesh makes up a skinsaw mask, which is stitched together with black silk or wire. It is distinctive for its bulbous orange eye—crafted from a magical glass bauble—and wide row of teeth. When worn, the mask amplifies your ability to sense fear in other creatures. You know the value of the frightened condition of any observed creature, and you gain a +1 item bonus to Perception checks to Seek frightened creatures. Whenever you deal precision damage to a frightened creature, you deal 1 additional precision damage. If you aren’t unholy, you are drained 2 while wearing a skinsaw mask." + }, + { + "name": "Skinstitch Salve", + "trait": "Alchemical, Consumable, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3359", + "summary": "This sticky salve stubbornly holds wounds closed and encourages swift natural healing. You can activate the salve in either of the following ways. ", + "activation": "Stitch Wounds [free-action] (manipulate); Effect You gain a +2 item bonus to the triggering Medicine check. If you roll a success on the Medicine check, you get a critical success instead." + }, + { + "name": "Skirmisher's Coat", + "trait": "Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3696", + "summary": "Valued among soldiers (particularly those from wartorn Nirmathas) who often find themselves operating undercover, this large-collared garment is reminiscent of a highwayman’s coat. A skirmisher’s coat is cleverly constructed, and contains several concealed pockets and grants the wearer a +2 item bonus to checks made to Conceal an Object.", + "activation": "Unexpected Armament [one-action] (manipulate); Frequency once per day; Effect You reach into one of the coat’s pockets and withdraw a chunk of metal that instantly expands into a common simple or martial melee weapon of your choice. The weapon functions as a +1 striking weapon. When you produce the weapon, you decide if it is made from cold iron or silver, and which one of the following property runes it gains: corrosive, flaming, frost, shock, or thundering. This weapon remains for 1 hour or until it leaves your grasp, at which point it vanishes." + }, + { + "name": "Skittering Mask", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=2355", + "summary": "A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you begin your turn unconscious and within 25 feet of an enemy, skittering metallic insect legs emerge from the holes in the mask and Step 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to hidden or undetected enemies, nor can it distinguish that a creature not acting openly hostile is an enemy." + }, + { + "name": "Skittering Mask (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=2355", + "summary": "A skittering mask is a hand-carved, wooden, full-head mask that sports several holes along each side of the face. The first time each day that you begin your turn unconscious and within 25 feet of an enemy, skittering metallic insect legs emerge from the holes in the mask and Step 5 feet away from the nearest enemy, dragging your body along with the mask. If more than one enemy is equidistant, the mask Steps away from one of them at random. The mask possesses no special senses and does not react to hidden or undetected enemies, nor can it distinguish that a creature not acting openly hostile is an enemy." + }, + { + "name": "Skull Bomb", + "trait": "Clockwork, Consumable, Fire, Magical, Necromancy, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1607", + "summary": "This device is a human-sized skull crafted entirely from metal plating and clockwork gears, which slots easily into a human skeleton in the spot where an ordinary skull would normally be located. While performing a create undead ritual, you can attach this skull bomb to the target creature in place of its own head. In order to do so, the target creature must be Medium and have the humanoid trait. The target creature can have only one skull bomb attached in this fashion. The creature gains the following ability." + }, + { + "name": "Skunk Bomb (Greater)", + "trait": "Alchemical, Bomb, Consumable, Olfactory, Poison, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1906", + "summary": "Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb's type. Creatures in the splash area treat the results of their saving throw as one step better.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d4 poison damage and 3 poison splash damage. The Fortitude DC is 28." + }, + { + "name": "Skunk Bomb (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Olfactory, Poison, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1906", + "summary": "Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb's type. Creatures in the splash area treat the results of their saving throw as one step better.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d4 poison damage and 1 poison splash damage. The Fortitude DC is 15." + }, + { + "name": "Skunk Bomb (Major)", + "trait": "Alchemical, Bomb, Consumable, Olfactory, Poison, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1906", + "summary": "Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb's type. Creatures in the splash area treat the results of their saving throw as one step better.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d4 poison damage and 4 poison splash damage. The Fortitude DC is 37." + }, + { + "name": "Skunk Bomb (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Olfactory, Poison, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1906", + "summary": "Skunk bombs are made from the concentrated odors of xulgaths, hezrous, and other creatures with natural or supernatural stench. The bomb grants an item bonus to attack rolls and deals poison damage and poison splash damage. Any creature hit by the bomb or in its splash area must attempt a Fortitude saving throw with a DC based on the bomb's type. Creatures in the splash area treat the results of their saving throw as one step better.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d4 poison damage and 2 poison splash damage. The Fortitude DC is 17." + }, + { + "name": "Sky Chariot, Armored", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=96", + "summary": "This open-air vehicle is constructed similar to a sleigh, with four wheels in the place of runners and a set of sweeping wings extending from its sides. The wooden body of the vehicle is armored to protect the occupants, who can fire handheld weapons over the gunwales to gain cover from ranged attacks." + }, + { + "name": "Sky Chariot, Heavy", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=62", + "summary": "Space 20 feet long, 20 feet wide, 8 feet high" + }, + { + "name": "Sky Chariot, Light", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=60", + "summary": "Space 10 feet long, 15 feet wide, 8 feet high" + }, + { + "name": "Sky Chariot, Medium", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=61", + "summary": "Space 10 feet long, 20 feet wide, 8 feet high" + }, + { + "name": "Sky Serpent Bolt", + "trait": "Air, Consumable, Electricity, Evocation, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1376", + "summary": "This azure bolt is carved in the shape of an undulating snake, its bared fangs framing the point of its head. When an activated sky serpent bolt successfully hits a target, the bolt takes the form of a snake made of pure lightning, dealing 2d12 electricity damage to all creatures in a 30-foot line (DC 19 basic Reflex save) starting from the target.", + "activation": "one-action] or [two-actions] Interact" + }, + { + "name": "Skyfang Crystal", + "trait": "Divination, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3175", + "summary": "A skyfang crystal appears as a softly glowing length of blue crystal shaped like a gently curved fang; it's typically affixed to a short length of chain, allowing it to be worn as a necklace or wrapped around a forearm. The light it sheds is equal in strength to that of a candle; it can't be extinguished but can be blocked simply by wrapping the crystal in cloth, wearing it under clothing, or keeping it in a container. The first of these magical crystals was believed to have been created by a dying sky dragon who'd spent her life fighting against evil spirits. She plucked a dozen of her smallest teeth from her jaw and offered them to her 12 most trusted allies so that they could continue to track down evil spirits and remain protected as they did so, even after she was gone. A skyfang crystal provides illumination as a candle that can't be extinguished, and as long as you have it invested, you gain mental resistance 10. If you're evil, you're enfeebled 2 while you have a skyfang crystal invested.", + "activation": "two-actions] command, Interact; Frequency once per day; Effect You touch the skyfang crystal to your brow and utter the name of a specific fiend or spirit you seek. If the target is on the same plane as you, the skyfang crystal pulses stronger with light when you face in the approximate direction of the named creature, allowing you to Track that creature. The DC for this check is equal to the creature's Will DC, and you can use Occultism, Religion, or Survival to attempt the check. As long as you're tracking this fiend or spirit, you gain a +2 item bonus to saving throws against effects that creature generates. This effect persists until you activate the skyfang crystal again to track a different target" + }, + { + "name": "Skyfisher Vapors", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3264", + "summary": "Skyfisher vapors are only visible via their effect on a toxic cloud spell, or apparent lack thereof. These gases cause the conjured cloud to be as transparent as a sky fisher. The cloud is invisible, meaning it does not provide concealment, but it requires a successful Perception check against your spell DC to notice the cloud by faint distortions in the air. Your magical connection to the cloud means you always know where it is. This has no effect on its damage.", + "activation": "Cast a Spell" + }, + { + "name": "Skysunder", + "trait": "Electricity, Evocation, Magical, Relic, Unique", + "item_category": "Relics", + "item_subcategory": "Relic Seeds", + "bulk": "L", + "url": "/Equipment.aspx?ID=2660", + "summary": "This +1 striking clan dagger bears the face of a stern dwarven god, his beard and features forming part of the blade. Forming the Bond The …" + }, + { + "name": "Slashing Claws", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3188", + "summary": "Sharp claws have been grafted to your hands or feet, perhaps extending from your knuckles or the tips of your toes. You gain a claw unarmed attack that deals 1d4 slashing damage. These claws are in the brawling group and have the agile and finesse traits." + }, + { + "name": "Slates of Distant Letters", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3031", + "summary": "This matched pair of slates, roughly one handspan wide and tall, have identical ornate frames. Slates are crafted in pairs, and each works with only the other of its pair. If one slate of a pair is ever broken, the other shatters into non-magical shards. The listed price is for a pair of slates.", + "activation": "Send a Message [two-actions] (manipulate); Frequency once per hour; Effect You use a piece of chalk to write up to 25 words on a slate. As you write, the writing also appears on the other slate in its matched pair, no matter how far away it is, as long as it is on the same plane. Wiping one slate clean erases the writing from both slates. Each slate can be activated once per hour." + }, + { + "name": "Slayer's Stone", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3894", + "summary": "This dull red stone is shot through with glittering veins of black and silver. When you apply a slayer’s stone to your weapon, choose aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, giant, monitor, ooze, or both fungus and plant. A weapon under the effect of a slayer’s stone deals an additional 1d6 precision damage to the creatures with the chosen trait or traits for 1 minute. It’s up to the GM’s discretion whether this benefit applies against a creature disguised as a creature with the chosen trait or traits.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Sled", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=67", + "summary": "Space 5 feet long, 1 foot wide, 3 feet high" + }, + { + "name": "Sleep Arrow", + "trait": "Consumable, Enchantment, Magical, Mental, Sleep", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=166", + "summary": "Sleep arrows often have shafts of deep blue or black, and their fletching is exceptionally soft and downy. An activated sleep arrow deals no damage, but a living creature hit by it is subject to the effects of a sleep spell (DC 17).", + "activation": "one-action] Interact" + }, + { + "name": "Sleeves of Storage", + "trait": "Extradimensional, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3110", + "summary": "This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a spacious pouch that can hold up to 5 Bulk of items (for a total of 10 Bulk), though no individual item can be of more than 1 Bulk; the sleeves grow slightly heavy as you reach maximum capacity. You can add or remove an item from a sleeve with a single hand free as an Interact action." + }, + { + "name": "Sleeves of Storage (Greater)", + "trait": "Extradimensional, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3110", + "summary": "This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a spacious pouch that can hold up to 5 Bulk of items (for a total of 10 Bulk), though no individual item can be of more than 1 Bulk; the sleeves grow slightly heavy as you reach maximum capacity. You can add or remove an item from a sleeve with a single hand free as an Interact action." + }, + { + "name": "Sleigh", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=68", + "summary": "Space 10 feet long, 5 feet wide, 4 feet high" + }, + { + "name": "Sleuth's Pipe", + "trait": "Magical, Relic, Unique", + "item_category": "Relics", + "item_subcategory": "Relic Seeds", + "bulk": "L", + "url": "/Equipment.aspx?ID=2409", + "summary": "A famed detective once owned the long, curved sleuth's pipe, taking it with them on investigations, keeping it in hand or mouth while cogitating. The pipe might have passed down through generations. Or, when an owner dies without heirs, it could go up for auction, be given to family friends, or remain at the scene of a crime to be found later. The sleuth's pipe has sapience that eventually awakens, allowing the relic to act as a helpful assistant in investigations. Even while this sapience sleeps within the pipe, it grants you a +1 item bonus to Perception checks to Sense Motive, and if you're an investigator, any checks you make to Pursue a Lead." + }, + { + "name": "Slick", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2794", + "summary": "This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to Acrobatics checks to Escape and Squeeze." + }, + { + "name": "Slick (Greater)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2794", + "summary": "This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to Acrobatics checks to Escape and Squeeze." + }, + { + "name": "Slick (Major)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2794", + "summary": "This property makes armor slippery, as though it were coated with a thin film of oil. You gain a +1 item bonus to Acrobatics checks to Escape and Squeeze." + }, + { + "name": "Slippery Ribbon", + "trait": "Consumable, Magical, Talisman, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=793", + "summary": "This ribbon is constantly greasy to the touch and stains the armor it's affixed to. When you activate the slippery ribbon, your Speed increases by an amount necessary for you to move all the way through the enemy's space.", + "activation": "free-action] envision; Trigger You succeed at an Acrobatics check to Tumble Through, but you don't have enough Speed to move all the way through the enemy's space; Requirements You are an expert in Acrobatics." + }, + { + "name": "Slithermaw's Bane (Artifact)", + "trait": "Apex, Artifact, Intelligent, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3753", + "summary": "The heroism of Kyloss Syndar, founder of Greengold and slayer of the demonic hydra Slithermaw, imprinted this suit of armor with a gleaming, prismatic sheen that sparkles under bright light. The telepathic voice of Slithermaw’s Bane is boisterous and grandiose, encouraging his partner to take up leadership roles while also providing advice to maintain loyalty and strengthen bonds of friendship.", + "activation": "Adaptation [two-actions] (concentrate); Frequency once per hour; Effect You alter the exterior of the armor to better adapt to the surrounding terrain: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground. You ignore difficult terrain within the chosen environment and gain a +2 circumstance bonus to saving throws against environmental hazards, natural disasters, and extreme temperatures that originate from that terrain. You’re also protected from severe and extreme heat or severe and extreme cold (your choice when you activate this ability). This effect lasts until your next daily preparations or the next time you activate it, whichever comes first." + }, + { + "name": "Sloughing Toxin", + "trait": "Alchemical, Consumable, Injury, Poison, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=929", + "summary": "This complex toxin makes the muscles beneath a creature's skin loose and malleable, which fleshwarpers find useful in their work. Rough or jerky movements the victim performs concentrate the toxin in subdermal muscles and eventually cause skin and muscle to slough away.", + "activation": "two-actions] Interact" + }, + { + "name": "Sloughstone Chunk", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3515", + "summary": "Weapons made from sloughstone exploit Verex-That-Was's hatred of his unwilling transformation, turning his own flesh against him. Processing sloughstone is difficult and unpleasant, increasing the DC to craft an item with the material by 4. Structures can't be made out of sloughstone." + }, + { + "name": "Sloughstone Ingot", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3515", + "summary": "Weapons made from sloughstone exploit Verex-That-Was's hatred of his unwilling transformation, turning his own flesh against him. Processing sloughstone is difficult and unpleasant, increasing the DC to craft an item with the material by 4. Structures can't be made out of sloughstone." + }, + { + "name": "Sloughstone Object (High-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3515", + "summary": "Weapons made from sloughstone exploit Verex-That-Was's hatred of his unwilling transformation, turning his own flesh against him. Processing sloughstone is difficult and unpleasant, increasing the DC to craft an item with the material by 4. Structures can't be made out of sloughstone." + }, + { + "name": "Sloughstone Object (Standard-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3515", + "summary": "Weapons made from sloughstone exploit Verex-That-Was's hatred of his unwilling transformation, turning his own flesh against him. Processing sloughstone is difficult and unpleasant, increasing the DC to craft an item with the material by 4. Structures can't be made out of sloughstone." + }, + { + "name": "Sluggish Bracelet", + "trait": "Cursed, Invested, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2388", + "summary": "A silver charm bracelet, a sluggish bracelet appears to be a bracelet of dashing, granting you a +1 item bonus to Acrobatics checks. If the curse goes unrecognized, you think you can Activate it to gain a +10-foot status bonus to your Speed for 1 minute. Instead, its activation is as follows.", + "activation": "one-action] (concentrate); Effect You take a –10-foot penalty to your Speed for 1 minute, and the bracelet fuses to you. Thereafter, it grants you no bonus to Acrobatics checks, and it imposes a –5-foot status penalty to your Speed." + }, + { + "name": "Slumber Arrow", + "trait": "Consumable, Magical, Mental, Sleep", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3394", + "summary": "Sleep arrows often have shafts of deep blue or black, and their fletching is exceptionally soft and downy. An activated sleep arrow deals no damage, but a living creature hit by it grows lethargic and must attempt a DC 17 Will saving throw. On a failure, it takes a –5-foot status penalty to its Speeds for 1 round, and is also slowed 1 for 1 round on a critical failure.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Slumber Wine", + "trait": "Alchemical, Consumable, Ingested, Poison, Sleep", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3344", + "summary": "Slumber wine sees its greatest use in matters of social intrigue, where an absence can be more devastating than injury. Characters unconscious from slumber wine can't wake up by any means while the poison lasts, don't need to eat or drink while unconscious in this way, and appear to be recently dead unless an examiner succeeds at a DC 40 Medicine check.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Smogger", + "trait": "Conjuration, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "2", + "url": "/Equipment.aspx?ID=1592", + "summary": "Some mutants savor the acrid smog of Alkenstar and the Gunworks. A smogger recreates this pollution by sucking in clean air and spewing it back out as pungent smog.", + "activation": "two-actions] Interact (poison); Frequency once per day; Requirements The smogger's above activation is in effect; Effect The smog created by the smogger thickens into a toxic element that burns the eyes, blisters flesh, and causes fits of coughing. All creatures in the smog cloud, including you, must attempt a DC 32 Fortitude save—creatures that must breathe and aren't holding their breath take a –2 circumstance penalty to this save." + }, + { + "name": "Smoke Screen Snare (Greater)", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1520", + "summary": "You create a snare that releases a dense cloud of smoke when a creature enters the square, filling a specified area. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind." + }, + { + "name": "Smoke Ball (Greater)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3360", + "summary": "With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Smoke Ball (Lesser)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3360", + "summary": "With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Smoke Fan", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1119", + "summary": "When you Activate a smoke fan, it creates a cloud of colored smoke. The smoke fills a 5-foot radius. The creator chooses the smoke's color when creating the smoke fan. Creatures within the smoke's area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dissipated by a strong wind.", + "activation": "one-action] Interact" + }, + { + "name": "Smoke Fan (Greater)", + "trait": "Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=1119", + "summary": "PFS Note All Pathfinder Society agents have access to all uncommon clockwork items and gadgets from Chapters 1 and 2 of this book", + "activation": "one-action] Interact" + }, + { + "name": "Smoke Screen Snare (Lesser)", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1520", + "summary": "You create a snare that releases a dense cloud of smoke when a creature enters the square, filling a specified area. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind." + }, + { + "name": "Smoke Veil", + "trait": "Fire, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2609", + "summary": "Smoke veils are wigs or headdresses made of flame and ash, giving the wearer a burning coil of fiery hair and concealing their face behind a smoldering, omnipresent haze of smoke and sparking embers. You can use the veil to go unrecognized by hiding your face so that you can attempt Deception checks to Impersonate without needing a disguise kit. When you do so, it takes you only 1 minute to create the disguise, and you gain a +1 item bonus to the check. You still need a disguise kit and the full time if you're using cosmetics and other props to change other aspects of your disguise, or if Impersonating a specific person.", + "activation": "Blazing Stare [one-action] (concentrate); Requirements You dealt fire damage to a target you can see within 30 feet with your most recent action this turn; Effect You set your fiery gaze on your target, eyes burning within a cloud of ash and cinder. Roll an Intimidation check to Demoralize the target. Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language." + }, + { + "name": "Smoked Goggles", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1400", + "summary": "These goggles use lenses made out of smoked glass to protect against creatures with gaze attacks. While wearing smoked goggles, you're always considered to be Averting your Gaze, but all creatures have concealment from you. The fact that the goggles conceal creatures is part of what grants the wearer the item's benefits. If you have a way to negate the concealment from the smoked goggles, you no longer gain the benefit, either." + }, + { + "name": "Smother Shroud", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2014", + "summary": "Smother shroud robs a victim of distinguishing features, making it difficult for anyone to identify the corpse. Swelling and distention of facial features makes the victim unrecognizable. Increase the DC of any checks made to identify a creature under the effects of smother shroud by twice the stage of the poison. If the victim dies while under the effects of this poison, its corpse retains an inability to take actions with the auditory trait, and if it tries to speak and fails, it counts against responses to the talking corpse spell.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Smuggler's Sack (Type I)", + "trait": "Conjuration, Extradimensional, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2466", + "summary": "This specialized version of a bag of holding appears to be a plain, leather bag that opens at the top, with a thin leather cord attached to cinch the sack closed. The sack's magic allows you to access either its mundane space or an extradimensional pocket. The mundane space inside the sack always holds 5 Bulk. The pocket's capacity varies with the type of sack. Anyone searching the bag can notice a thin, magical seam indicating the existence of the extradimensional space with a successful DC 18 Perception check.", + "activation": "one-action] command; Effect You speak a secret command word. Depending on which word you use, the sack either opens up to the mundane sack or the extradimensional pocket. You can Interact to put items in or remove them as normal." + }, + { + "name": "Smuggler's Sack (Type II)", + "trait": "Conjuration, Extradimensional, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2466", + "summary": "This specialized version of a bag of holding appears to be a plain, leather bag that opens at the top, with a thin leather cord attached to cinch the sack closed. The sack's magic allows you to access either its mundane space or an extradimensional pocket. The mundane space inside the sack always holds 5 Bulk. The pocket's capacity varies with the type of sack. Anyone searching the bag can notice a thin, magical seam indicating the existence of the extradimensional space with a successful DC 18 Perception check.", + "activation": "one-action] command; Effect You speak a secret command word. Depending on which word you use, the sack either opens up to the mundane sack or the extradimensional pocket. You can Interact to put items in or remove them as normal." + }, + { + "name": "Smuggler's Sack (Type III)", + "trait": "Conjuration, Extradimensional, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2466", + "summary": "This specialized version of a bag of holding appears to be a plain, leather bag that opens at the top, with a thin leather cord attached to cinch the sack closed. The sack's magic allows you to access either its mundane space or an extradimensional pocket. The mundane space inside the sack always holds 5 Bulk. The pocket's capacity varies with the type of sack. Anyone searching the bag can notice a thin, magical seam indicating the existence of the extradimensional space with a successful DC 18 Perception check.", + "activation": "one-action] command; Effect You speak a secret command word. Depending on which word you use, the sack either opens up to the mundane sack or the extradimensional pocket. You can Interact to put items in or remove them as normal." + }, + { + "name": "Smuggler's Sack (Type IV)", + "trait": "Conjuration, Extradimensional, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2466", + "summary": "This specialized version of a bag of holding appears to be a plain, leather bag that opens at the top, with a thin leather cord attached to cinch the sack closed. The sack's magic allows you to access either its mundane space or an extradimensional pocket. The mundane space inside the sack always holds 5 Bulk. The pocket's capacity varies with the type of sack. Anyone searching the bag can notice a thin, magical seam indicating the existence of the extradimensional space with a successful DC 18 Perception check.", + "activation": "one-action] command; Effect You speak a secret command word. Depending on which word you use, the sack either opens up to the mundane sack or the extradimensional pocket. You can Interact to put items in or remove them as normal." + }, + { + "name": "Smuggler's Sack (Type V)", + "trait": "Conjuration, Extradimensional, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2466", + "summary": "This specialized version of a bag of holding appears to be a plain, leather bag that opens at the top, with a thin leather cord attached to cinch the sack closed. The sack's magic allows you to access either its mundane space or an extradimensional pocket. The mundane space inside the sack always holds 5 Bulk. The pocket's capacity varies with the type of sack. Anyone searching the bag can notice a thin, magical seam indicating the existence of the extradimensional space with a successful DC 18 Perception check.", + "activation": "one-action] command; Effect You speak a secret command word. Depending on which word you use, the sack either opens up to the mundane sack or the extradimensional pocket. You can Interact to put items in or remove them as normal." + }, + { + "name": "Smuggling (Level 1)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2473", + "summary": "Smuggling involves the discrete transport of people or goods. Examples include moving weapons through a neutral nation to supply a hidden army, transporting endangered creatures out of hostile territory for protection, and dispersing stolen resources to the needy. While smugglers are often associated with illicit substances and illegal activities, Firebrands use smuggling as a way to move people and resources undetected across great distances; they do this by using their own networks or by hiring local experts. Many of the Firebrands' operations involve spectacles as misdirection, and it's not uncommon for them to cause a stir to allow goods to be smuggled more easily elsewhere. In particular, they work with the Bellflower Network to aid in the relocation of displaced peoples across borders." + }, + { + "name": "Smuggling (Level 2)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2473", + "summary": "Smuggling involves the discrete transport of people or goods. Examples include moving weapons through a neutral nation to supply a hidden army, transporting endangered creatures out of hostile territory for protection, and dispersing stolen resources to the needy. While smugglers are often associated with illicit substances and illegal activities, Firebrands use smuggling as a way to move people and resources undetected across great distances; they do this by using their own networks or by hiring local experts. Many of the Firebrands' operations involve spectacles as misdirection, and it's not uncommon for them to cause a stir to allow goods to be smuggled more easily elsewhere. In particular, they work with the Bellflower Network to aid in the relocation of displaced peoples across borders." + }, + { + "name": "Smuggling (Level 3)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2473", + "summary": "Smuggling involves the discrete transport of people or goods. Examples include moving weapons through a neutral nation to supply a hidden army, transporting endangered creatures out of hostile territory for protection, and dispersing stolen resources to the needy. While smugglers are often associated with illicit substances and illegal activities, Firebrands use smuggling as a way to move people and resources undetected across great distances; they do this by using their own networks or by hiring local experts. Many of the Firebrands' operations involve spectacles as misdirection, and it's not uncommon for them to cause a stir to allow goods to be smuggled more easily elsewhere. In particular, they work with the Bellflower Network to aid in the relocation of displaced peoples across borders." + }, + { + "name": "Smuggling (Level 4)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2473", + "summary": "Smuggling involves the discrete transport of people or goods. Examples include moving weapons through a neutral nation to supply a hidden army, transporting endangered creatures out of hostile territory for protection, and dispersing stolen resources to the needy. While smugglers are often associated with illicit substances and illegal activities, Firebrands use smuggling as a way to move people and resources undetected across great distances; they do this by using their own networks or by hiring local experts. Many of the Firebrands' operations involve spectacles as misdirection, and it's not uncommon for them to cause a stir to allow goods to be smuggled more easily elsewhere. In particular, they work with the Bellflower Network to aid in the relocation of displaced peoples across borders." + }, + { + "name": "Smuggling (Level 5)", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2473", + "summary": "Smuggling involves the discrete transport of people or goods. Examples include moving weapons through a neutral nation to supply a hidden army, transporting endangered creatures out of hostile territory for protection, and dispersing stolen resources to the needy. While smugglers are often associated with illicit substances and illegal activities, Firebrands use smuggling as a way to move people and resources undetected across great distances; they do this by using their own networks or by hiring local experts. Many of the Firebrands' operations involve spectacles as misdirection, and it's not uncommon for them to cause a stir to allow goods to be smuggled more easily elsewhere. In particular, they work with the Bellflower Network to aid in the relocation of displaced peoples across borders." + }, + { + "name": "Snagging", + "trait": "Abjuration, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1390", + "summary": "This animated item attempts to catch you when you fall. You can attempt to Grab an Edge, even if your hands are tied behind your back or otherwise restrained, so long as there's a solid edge within 10 feet. If you roll a success, you can Grab the Edge even if you don't have a hand free." + }, + { + "name": "Snagging Hook Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3384", + "summary": "This snare snags a creature with its wicked metal hooks. The first creature to enter the square takes 5d8 piercing damage and 5d8 slashing damage, with a DC 29 basic Reflex save. On a critical failure, the hooks piercing its flesh make the creature immobilized until it successfully Escapes (DC 29)." + }, + { + "name": "Snail Coach", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=28", + "summary": "Shaped like its animal namesake, a snail coach is a trolley powered by a combination of magic and alchemical adhesives, with a hard outer shell to protect itself from attacks. The adhesive trail both allows it to climb and leaves a hindrance for pursuing foes." + }, + { + "name": "Snake", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1693", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Snake Oil", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3361", + "summary": "You can apply snake oil on a wound or other outward symptom of an affliction or condition (such as sores from a disease or discoloration from a poison). For the next hour, the symptom disappears, and the wounded or afflicted creature doesn't feel as if it still has the wound or affliction, though all effects remain. A creature can uncover the ruse by succeeding at a DC 17 Perception check, but only if it uses a Seek action to specifically examine the snake oil's effects.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Snapleaf", + "trait": "Consumable, Illusion, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=512", + "summary": "This small, crystalline carving takes the shape of a tree leaf and attaches to armor or clothing with a simple strap. When you activate the snapleaf, you gain the benefits of feather fall and a 2nd-level invisibility spell for 1 minute or until you stop falling, whichever comes first.", + "activation": "reaction] Interact; Trigger You begin to fall" + }, + { + "name": "Snare Kit", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=51", + "summary": "This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the Crafting skill. You can draw and replace a worn snare kit as part of the action to use it." + }, + { + "name": "Snare Kit (Specialist)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=51", + "summary": "This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the Crafting skill. You can draw and replace a worn snare kit as part of the action to use it." + }, + { + "name": "Snare of Speed", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3947", + "summary": "This snare drum and sticks are made from dark wood, and the skin is fine antelope hide. This drum grants you a +2 item bonus to Performance checks while playing music with the instrument.", + "activation": "Larghissimo [two-actions] (auditory, concentrate, manipulate); Frequency once per day; Effect You play the snare with a lassitude that drains the speed from your foes. Enemies within a 30-foot emanation must attempt a DC 34 Fortitude save." + }, + { + "name": "Snarling Badger (Greater)", + "trait": "Consumable, Magical, Mental, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2114", + "summary": "This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the wounded condition, the heroism ends immediately.", + "activation": "free-action] (concentrate); Trigger You lose the dying condition; Requirements You have a wounded value of 1 or more." + }, + { + "name": "Snarling Badger (Lesser)", + "trait": "Consumable, Magical, Mental, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2114", + "summary": "This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the wounded condition, the heroism ends immediately.", + "activation": "free-action] (concentrate); Trigger You lose the dying condition; Requirements You have a wounded value of 1 or more." + }, + { + "name": "Snarling Badger (Moderate)", + "trait": "Consumable, Magical, Mental, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2114", + "summary": "This tarnished steel pendant is inlaid with the face of an enraged badger. When you Activate the talisman, it casts heroism on you. If you lose the wounded condition, the heroism ends immediately.", + "activation": "free-action] (concentrate); Trigger You lose the dying condition; Requirements You have a wounded value of 1 or more." + }, + { + "name": "Sneaky Key", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2993", + "summary": "This small silver skeleton key can be pinned to armor or a sleeve. When you turn the key to activate it, you gain a +1 status bonus to Thievery checks to Pick a Lock for 1 minute. The first time you get a success or critical success on an attempt to Pick a Lock, you achieve one additional success toward opening a complex lock.", + "activation": "one-action] (manipulate); Requirements You are trained in Thievery" + }, + { + "name": "Sneezing Powder", + "trait": "Alchemical, Consumable, Inhaled, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1341", + "summary": "You can toss sneezing powder at an adjacent creature as an Interact action. The target must attempt a DC 15 Fortitude save to avoid sneezing. On a failed save, the creature sneezes uncontrollably, becoming slowed 1 for 1 round. On a critical failure, the creature is instead slowed 1 for 3 rounds.", + "activation": "one-action] Interact" + }, + { + "name": "Sniper's Bead", + "trait": "Consumable, Magical, Talisman, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1234", + "summary": "This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the effect of distance on your triggering attack.", + "activation": "free-action] envision; Trigger You attempt a ranged Strike with the affixed weapon before rolling; Requirements You're a master with the affixed weapon." + }, + { + "name": "Sniper's Bead (Greater)", + "trait": "Consumable, Magical, Talisman, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1234", + "summary": "This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the effect of distance on your triggering attack.", + "activation": "free-action] envision; Trigger You attempt a ranged Strike with the affixed weapon before rolling; Requirements You're a master with the affixed weapon." + }, + { + "name": "Sniper's Bead (Major)", + "trait": "Consumable, Magical, Talisman, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1234", + "summary": "This plain wooden bead dangles from a string attached to the stock of the affixed weapon. When you activate the bead, its magic greatly lessens the effect of distance on your triggering attack.", + "activation": "free-action] envision; Trigger You attempt a ranged Strike with the affixed weapon before rolling; Requirements You're a master with the affixed weapon." + }, + { + "name": "Snowcaster's Staff", + "trait": "Magical, Rare, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3692", + "summary": "This +2 striking frost staff is an heirloom that was gifted to Alzarius by his mother when he made his choice to remain in Xer. It is a gift he claims has been handed down through generations of spellcasters in his family.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Snowshoes", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=876", + "summary": "These specialized pieces of footwear are designed to distribute the wearer's weight over a larger area to prevent them from sinking while walking on snow. They are typically made with a wood frame and rawhide lacings that are tied over the wearer's other footwear. While wearing snowshoes, you ignore the effects of non-magical difficult terrain caused by snow (reducing greater difficult terrain from snow to ordinary difficult terrain). You take a –10-foot item penalty to your Speed if wearing snowshoes while walking on any surface other than snow." + }, + { + "name": "Snowshoes of the Long Trek", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=857", + "summary": "These magically enhanced snowshoes are practically a necessity when traversing the gelid tundra and snow-drenched taiga of the Saga Lands. The snowshoes of the long trek allow their wearer to walk across ice and snow with the same surety as dry earth, ignoring the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to ordinary difficult terrain). In addition, a character wearing snowshoes of the long trek gains a +5-foot status bonus to their Speed while moving across snow or ice and is never at risk of breaking through naturally-occurring loose or soft snow." + }, + { + "name": "Soap", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2752", + "summary": "" + }, + { + "name": "Soaring", + "trait": "Abjuration, Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=920", + "summary": "A set of soaring armor helps you fly faster and protects you and nearby allies from falling. While wearing soaring armor, you gain a +10-foot item bonus to your fly Speed, if you have one. As normal, if your fly Speed is based on your land Speed and you already have an item bonus to your land Speed, these bonuses aren't cumulative.", + "activation": "reaction] command; Trigger You or a creature within 60 feet of you is falling; Effect You cast feather fall on the triggering creature." + }, + { + "name": "Soaring Wings", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2216", + "summary": "Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the ink, but some artists make it so the tattoo creates a glowing aura or lines of light in the shape of wings.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater." + }, + { + "name": "Soaring Wings (Greater)", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2216", + "summary": "Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the ink, but some artists make it so the tattoo creates a glowing aura or lines of light in the shape of wings.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater." + }, + { + "name": "Soaring Wings (Major)", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2216", + "summary": "Wings, normally tattooed on the upper back, enable you to fly when activated. The visual manifestation is typically a slight glow or ripple in the ink, but some artists make it so the tattoo creates a glowing aura or lines of light in the shape of wings.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Effect For 10 minutes, you gain a fly Speed equal to either your land Speed or 20 feet, whichever is greater." + }, + { + "name": "Socialite Staff", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2257", + "summary": "A socialite staff is designed as an ornate cane, its metal body glimmering with jewels and gold inlays. A sculpture carved from obsidian tops the head of the staff, its design depending on its wielder's taste. Common choices include birds, flowers, or family crests. While wielding a socialite staff, you gain a +2 circumstance bonus to Make an Impression on members of high society.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Society Portrait", + "trait": "Divination, Magical, Uncommon", + "item_category": "Other", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1629", + "summary": "These large portraits are commonly commissioned by secret societies to display their current member ranks, and to protect against members who would break their vows to keep their secrets. Each member being painted gives their consent to be traced by the portrait, and they agree to keep their vows for as long as their membership stands or until death, whichever comes first. This consent can be transferred to a new portrait if one is needed once the society expands, without needing another confirmation." + }, + { + "name": "Soft-Landing", + "trait": "Abjuration, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1391", + "summary": "This item creates a small cushion of air that catches you when you fall. You treat falls as 10 feet shorter. ", + "activation": "reaction] envision; Frequency once per day; Trigger You begin to fall; Effect You gain the effects of feather fall for 1 minute or until you stop falling, whichever comes first." + }, + { + "name": "Soothing Powder (Greater)", + "trait": "Alchemical, Consumable, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1945", + "summary": "Soothing powders are remedies made to stop a particular type of persistent damage. Each damage type requires a different formula, with the most popular being bleed soothing powder, poison soothing powder, fire soothing powder, and acid soothing powder. You Activate soothing powder by sprinkling it on yourself or another creature within reach. The target can immediately attempt a new flat check to remove persistent damage the powder works against. This powder lowers the DC to 10, as normal for a particularly appropriate type of help.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Soothing Powder (Lesser)", + "trait": "Alchemical, Consumable, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1945", + "summary": "Soothing powders are remedies made to stop a particular type of persistent damage. Each damage type requires a different formula, with the most popular being bleed soothing powder, poison soothing powder, fire soothing powder, and acid soothing powder. You Activate soothing powder by sprinkling it on yourself or another creature within reach. The target can immediately attempt a new flat check to remove persistent damage the powder works against. This powder lowers the DC to 10, as normal for a particularly appropriate type of help.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Soothing Scents", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1010", + "summary": "Performers popularized these bundles of aromatic herbs to calm the mind and ward off misfortune before a big show, though soldier bards have found them especially useful for clearing fear during particularly tumultuous battles. Adding this catalyst to a soothe spell also causes the spell to reduce the target's frightened condition value by 1.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Soothing Toddy", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1931", + "summary": "Hot tea with a comforting, flowery aroma, a soothing toddy grants you a +1 item bonus to saving throws against emotion effects and against effects with a trait determined by the liquor mixed into the tea when it's created. These benefits last for 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Soothing Tonic (Greater)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1965", + "summary": "Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time. You gain fast healing for 1 minute in an amount depending on the tonic's type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Soothing Tonic (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1965", + "summary": "Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time. You gain fast healing for 1 minute in an amount depending on the tonic's type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Soothing Tonic (Major)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1965", + "summary": "Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time. You gain fast healing for 1 minute in an amount depending on the tonic's type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Soothing Tonic (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1965", + "summary": "Soothing tonic is a pleasantly savory concoction that speeds your natural healing, so your wounds recover faster over time. You gain fast healing for 1 minute in an amount depending on the tonic's type.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Soul Cage", + "trait": "Arcane, Necromancy, Negative, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1545", + "summary": "As you Craft your soul cage, you trap your soul within it, an integral part of the complicated process of becoming a lich. When you're destroyed, your soul flees to the soul cage, which rebuilds your undead body over the course of 1d10 days." + }, + { + "name": "Soulcutter (Artifact)", + "trait": "Apex, Artifact, Intelligent, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3754", + "summary": "The echo of the Calistrian witch Silisifex imbues her legendary blade with a shimmering pale-green glow equivalent to that of candlelight; …", + "activation": "Shame Demon [two-actions] (concentrate); Effect Soulcutter targets a demon she can see or hear within 30 feet, causing the blade’s green light to well up around the demon for a moment. The demon suffers the effects of its sin vulnerability, if it has any, and is then temporarily immune to Shame Demon for 24 hours. If Soulcutter’s partner wasn’t aware of the normal effects that trigger that demon’s sin vulnerability, they learn it at this time." + }, + { + "name": "Soulfeeding Mask", + "trait": "Invested, Magical, Rare, Unholy", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3641", + "summary": "This unsettling mask is made from different flensed faces that have been stitched together with bright red thread. Wearing a soulfeeding mask allows you to see others’ souls within their bodies as long as they’re within 60 feet, as if under the effects of see the unseen and truesight (but only against living or undead creatures). Your Perception DC increases by 10 against living creatures who Impersonate undead creatures or against undead creatures who Impersonate living creatures, as you can tell if the creature’s soul has been affected by undeath. The soulfeeding mask’s counteract rank is 9, with a counteract modifier of +31.", + "activation": "Disgorge Soul [three-actions] (concentrate); Requirements You’re quickened as a result of Devour Soul; Effect The soulfeeding mask disgorges the devoured soul. You’re no longer quickened from Devour Soul, and the soulfeeding mask casts duplicate foe (DC 36 Fortitude save) to your specifications, targeting the creature whose soul had been devoured. You must Sustain this effect, unless the target creature was slain by Devour Soul, in which case duplicate foe functions as if the creature had failed its save, and the soulfeeding mask Sustains this spell automatically." + }, + { + "name": "Soulspark Candle", + "trait": "Artifact, Consecration, Divination, Divine, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1816", + "summary": "This thick, white pillar candle has flecks of ash and bone mixed amid the wax. When lit, the candle sheds bright light for 20 feet and dim light for a further 20 feet. The candle can't be snuffed by weather, water, or accident but can be purposefully snuffed through ritual prayer. The candle doesn't release heat and can't be used to start a fire. The candle is never exhausted, regardless of how long it burns.", + "activation": "three-actions] command (divine, evocation, fire); Requirements The candle is lit, and an undead or haunt is within the light's area; Effect You command the candle to destroy the undead. The candle's flame erupts into a mass of fire that burns away undead and haunts. Any undead within the candle's light takes 20d8 fire damage (DC 45 basic Fortitude save). Pharasma empowers these flames, allowing them to ignore fire resistance or immunity. Any haunts in the area are instead subject to Pharasma's banishing light. The candle attempts a check to disable each haunt with a +35 modifier. This check applies to any skills applicable to disable the haunt and always has legendary proficiency. Once the candle is Activated in this way, its light immediately goes out, and the candle can't be relit for 1 hour." + }, + { + "name": "Soulspeaker", + "trait": "Illusion, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1736", + "summary": "This grotesque, amulet-like shrunken head is said to hold a shard of its owner's psyche. The head is often that of a humanoid, but any creature capable of speaking in life can provide the grisly component needed for this magic item's creation. The head can contain a short message whispered to it and can then be commanded to repeat the message later. While a soulspeaker carries a message, the eyes of the shrunken head open, and they close as soon as its message is delivered.", + "activation": "two-actions] command; Effect You cast message, but instead of your message being transferred directly to a target's ears, the message is stored in the soulspeaker. The soulspeaker's eyes open, and the next time it's activated, the soulspeaker repeats the message you spoke to it with a rasping whisper before its eyes close again, the message expended." + }, + { + "name": "Sovereign Steel Chunk", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=776", + "summary": "Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Starfall to procure gear made from this rare alloy. While some believe it possible to craft shields of sovereign steel as well, in one of his fits, Kevoth-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell)." + }, + { + "name": "Sovereign Steel Ingot", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=776", + "summary": "Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Starfall to procure gear made from this rare alloy. While some believe it possible to craft shields of sovereign steel as well, in one of his fits, Kevoth-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell)." + }, + { + "name": "Sovereign Steel Object (High-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=776", + "summary": "Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Starfall to procure gear made from this rare alloy. While some believe it possible to craft shields of sovereign steel as well, in one of his fits, Kevoth-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell)." + }, + { + "name": "Sovereign Steel Object (Standard-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=776", + "summary": "Created by Black Sovereign Kevoth-Kul, this unique alloy of cold iron and the skymetal noqual can provide protection from magical assault. The process of cold-forging the two materials together is quite complicated and precise. Characters in search of sovereign steel weapons and armor will almost assuredly have to travel to Starfall to procure gear made from this rare alloy. While some believe it possible to craft shields of sovereign steel as well, in one of his fits, Kevoth-Kul yelled that he had no use for them and banned anyone from making such a thing. So far, his smiths have been too afraid to confirm whether or not it was a joke. All sovereign steel items (including weapon and armor below) have a +4 circumstance bonus on saves against magic that the item makes, and grant their bonus to saves the owner makes specifically to protect the item from magic (such as against the rusting grasp spell)." + }, + { + "name": "Spacious Pouch (Type I)", + "trait": "Extradimensional, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3032", + "summary": "Though it appears to be a cloth bag decorated with panels of richly colored silk or stylish embroidery, a spacious pouch opens into a magical space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the spacious pouch itself. The amount of Bulk the bag's extradimensional space can hold depends on its type." + }, + { + "name": "Spacious Pouch (Type II)", + "trait": "Extradimensional, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3032", + "summary": "Though it appears to be a cloth bag decorated with panels of richly colored silk or stylish embroidery, a spacious pouch opens into a magical space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the spacious pouch itself. The amount of Bulk the bag's extradimensional space can hold depends on its type." + }, + { + "name": "Spacious Pouch (Type III)", + "trait": "Extradimensional, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3032", + "summary": "Though it appears to be a cloth bag decorated with panels of richly colored silk or stylish embroidery, a spacious pouch opens into a magical space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the spacious pouch itself. The amount of Bulk the bag's extradimensional space can hold depends on its type." + }, + { + "name": "Spacious Pouch (Type IV)", + "trait": "Extradimensional, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3032", + "summary": "Though it appears to be a cloth bag decorated with panels of richly colored silk or stylish embroidery, a spacious pouch opens into a magical space larger than its outside dimensions. The Bulk held inside the bag doesn't change the Bulk of the spacious pouch itself. The amount of Bulk the bag's extradimensional space can hold depends on its type." + }, + { + "name": "Spark Wafer", + "trait": "Alchemical, Consumable, Fire, Light, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "L", + "url": "/Equipment.aspx?ID=3534", + "summary": "These wafers contain ground-up alchemical reagents that activate shortly after being snapped. First popularized by technicians in Absalom’s Ivy Playhouse, they have spread throughout Golarion as an inexpensive way to add to the visual splendor of a show without relying on magic. When you activate a spark wafer, you bend the wafer, nearly snapping it in two, and then throw it at a corner of a square within 20 feet (all part of the same manipulate action). The wafer then releases a 10-foot-high column of sparks for 1 round. The sparks shed bright light in a 5-foot burst and dim light in the next 5 feet. Any creature that begins their turn in the burst takes 1d4 fire damage (DC 14 basic Reflex save).", + "activation": "one-action] (manipulate)" + }, + { + "name": "Sparking Spellgun (Greater)", + "trait": "Attack, Consumable, Fire, Magical, Spellgun", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2125", + "summary": "A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and persistent fire damage according to its type.", + "activation": "two-actions] Strike" + }, + { + "name": "Sparking Spellgun (Lesser)", + "trait": "Attack, Consumable, Fire, Magical, Spellgun", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2125", + "summary": "A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and persistent fire damage according to its type.", + "activation": "two-actions] Strike" + }, + { + "name": "Sparking Spellgun (Moderate)", + "trait": "Attack, Consumable, Fire, Magical, Spellgun", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2125", + "summary": "A broad wooden tube with a handle, a sparking spellgun radiates warmth. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun fires a small ball of sparks and fire, then crumbles to ash. The ball explodes in a flash when it hits, dealing fire damage and persistent fire damage according to its type.", + "activation": "two-actions] Strike" + }, + { + "name": "Sparkler", + "trait": "Alchemical, Consumable, Fire, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "", + "url": "/Equipment.aspx?ID=1946", + "summary": "A sparkler gives off colorful sparks, burning for 1 minute. It provides bright light in a 10-foot radius (and dim light for the next 10 feet). While the sparkler burns, you can use it as an improvised weapon, dealing 1 fire damage on a hit. On a critical hit, you cause the target to become dazzled for 1 round.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Sparkshade Parasol", + "trait": "Fire, Invested, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2610", + "summary": "This large magical parasol shields you from the heat in hot environments, no matter whether the heat comes from above, like the beating sun, or below, like roiling lava. While holding the sparkshade parasol, you gain resistance 10 to fire and are protected from mild, severe, and extreme environmental heat.", + "activation": "Parasol's Pyrotechnics [two-actions] (concentrate, manipulate); Requirements Flames are dancing on the sparkshade parasol due to you using Parasol's Protection; Effect You release captured flames out from your parasol, shooting fire in a 30-foot line. Each creature in the line takes 10d6 fire damage (DC 28 basic Reflex save). This activation loses its charge." + }, + { + "name": "Sparkwarden", + "trait": "Conjuration, Invested, Magical, Relic, Shadow, Tattoo, Unique", + "item_category": "Relics", + "item_subcategory": "Relic Seeds", + "bulk": "", + "url": "/Equipment.aspx?ID=2661", + "summary": "The geometric designs of this warding tattoo extend the length of your arm, resembling an armored sleeve. The crimson ink sometimes glows softly like warm coals when you're excited or building something new." + }, + { + "name": "Spear Frog Poison", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2015", + "summary": "Carefully harvested from the skin of the poisonous spear frog, this toxin causes a burning rash and weakness in the limbs. Each frog yields enough toxin to Craft one dose of spear frog poison.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Spear of the Destroyer's Flame", + "trait": "Artifact, Evocation, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=1472", + "summary": "The tip of this +3 major striking greater flaming returning speed longspear is edged with several razor-sharp obsidian blades. The spear has the thrown 30 feet weapon trait, in addition to the normal weapon traits for a longspear.", + "activation": "hour (envision, Interact); Frequency once per week; Effect You use the spear's power to muster the Army of Fire. You can choose to either call the Army of Fire to your location or move yourself to the army's location. When calling the army, you select an area you can see within 500 feet. The army is instantly teleported to the location you select, spreading out as necessary to arrive safely. When moving yourself, you instantly teleport yourself to a location within 500 feet of the army. The army is composed of souls given form as burning humanoids, elementals, spirits, and undead." + }, + { + "name": "Spectacles of Discernment", + "trait": "Magical, Unique", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3631", + "summary": "Designed for a frequent sponsor of theatrical productions who liked to stay informed of all the off-stage drama, these silver opera glasses are affixed to a slender redwood handle. They can’t be worn on the face but must be raised to the eyes and held there, at which point the spectacles of discernment grant a +2 item bonus to Perception checks to notice details at a distance.", + "activation": "Reveal the Truth [one-action] (manipulate); Frequency once per day; Effect You raise the spectacles to regard a target creature through them; the target must be within 60 feet. You immediately gain the ability to speak and understand the language the target creature is currently speaking, or its native language if it’s not currently talking, for 24 hours. During this time, you can Interact with the spectacles of discernment to flip down a pair of supplementary lenses. When you do so, if you’re observing the creature you originally targeted, roll a secret counteract check with a counteract modifier of +23 against any illusion, morph, or polymorph effect affecting the target, but only for the purpose of determining whether you see through the disguise or not." + }, + { + "name": "Spectacles of Inquiry", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2316", + "summary": "Anything viewed through these thin spectacles looks crisp and clear, and the earpieces accentuate sounds around you. You gain a +2 item bonus to Perception checks.", + "activation": "one-action] (concentrate); Frequency once per hour; Effect The spectacles key in on someone to show you their social cues in perfect clarity. Choose a creature you can see. You gain a +3 item bonus on Perception checks you make to use Sense Motive against that creature. This benefit lasts until you Activate the item again in this way." + }, + { + "name": "Spectacles of Piercing Sight", + "trait": "Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2317", + "summary": "With lenses set in a silver frame, spectacles of piercing sight grant you a +3 item bonus to visual Perception checks. ", + "activation": "one-action] (concentrate); Frequency once per hour; Effect You can see into and through solid matter for 1 minute. This vision can pierce through solid materials up to 20 feet away as if looking at something in normal light even if no illumination is available. You can see through up to 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt. A thin sheet of lead blocks this vision entirely." + }, + { + "name": "Spectacles of Understanding", + "trait": "Divination, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=882", + "summary": "These folding, wood-framed spectacles hold flat discs of cut crystal as lenses and are held in place with thin cords that wrap around each ear, with another strap holding them around the neck while not in use. While you are wearing the spectacles, you gain a +1 item bonus to checks to Decipher Writing.", + "activation": "one-action] Interact; Frequency once per day; Effect Unfolding the spectacles onto the bridge of the nose, you gain the effects of 2nd-level comprehend language for one hour except that it applies to all languages you see rather than a single language, and it does not apply to language you hear." + }, + { + "name": "Spectacles of Understanding (Greater)", + "trait": "Divination, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=882", + "summary": "The item bonus is +2, and the ability to comprehend writing from comprehend language lasts until you fold up the spectacles or the item is no longer invested by you, whichever comes first, rather than lasting 1 hour.", + "activation": "one-action] Interact; Frequency once per day; Effect Unfolding the spectacles onto the bridge of the nose, you gain the effects of 2nd-level comprehend language for one hour except that it applies to all languages you see rather than a single language, and it does not apply to language you hear." + }, + { + "name": "Spectral Nightshade", + "trait": "Consumable, Divine, Ingested, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=834", + "summary": "Belladonna cultivated in planes hazardous to living visitors, such as the Shadow Plane or the Boneyard, grow with a strange, skeletal look to their branches. The leaves and berries of these extraplanar plants are partly incorporeal and significantly more toxic than belladonna grown on the Material Plane. When imbued with spirit-twisting magic, spectral nightshade quickly drains away the victim's vitality and makes colors painfully bright and bewildering. Spectral nightshade doesn't affect creatures that have no spirit; if a possessing spirit inhabits a body that takes poison damage from spectral nightshade, the possessor takes an equal amount of force damage, even if the possessor can't be affected directly by poisons.", + "activation": "one-action] Interact" + }, + { + "name": "Spectral Opera Glasses", + "trait": "Divination, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1784", + "summary": "These bulky opera glasses are attached to a rod for ease of use. When held up to the eyes, which requires a free hand, you can see up to four times further than normal, and the glasses provide you a +2 item bonus to Perception checks.", + "activation": "one-action] Interact, envision; Frequency once per day; Effect For 1 hour, anyone who looks through the glasses can see invisible creatures and objects, and sees creatures with the spirit trait as solid and substantial (rather than ghostly)." + }, + { + "name": "Speedster", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=31", + "summary": "A speedster is a light streamlined hybrid clockwork and steam-powered alchemical chassis roughly the shape of a horse or other creature built for speed. Speedsters are built to maintain a rapid pace that can become even faster for brief periods of time by releasing stored up steam pressure for an extra burst of speed." + }, + { + "name": "Spell Duelist's Siphon", + "trait": "Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2182", + "summary": "Metal clasps line the spine of this book, and diagrams displaying proper somatic casting forms are etched into its cover. ", + "activation": "reaction] (concentrate); Frequency once per day; Trigger You're targeted with an arcane spell attack and you have this grimoire raised; Requirements You have the Raise a Tome feat; Effect The grimoire attempts to absorb knowledge of the spell targeting you. You attempt to counteract the triggering spell. If you succeed, the spell is absorbed into the grimoire, and the diagrams on the cover change to indicate the somatic gestures and sigils for the counteracted spell. While the grimoire contains a spell, you can spend a spell slot of the same or higher rank as the spell in the grimoire to cast that spell instead, heightened to the appropriate rank (if you spent a higher-rank spell slot). After you cast the spell, it’s expended from the grimoire." + }, + { + "name": "Spell Echo Shot", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2058", + "summary": "Generous amounts of djezet and orichalcum mix in a spell echo shot. When you Activate it, you name up to four creatures, in addition to you, that the ammunition's magic works for. When spell echo shot strikes a target, which can be a square, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, the active ammunition instead falls into the target's space, remaining active. If you or one of the four selected creatures include the ammunition in the area of a spell that is 5th level or lower; has an area of a burst, cone, or line; and does not have a duration, the materials in the ammunition immediately duplicate that spell with the same parameters. A duplicated spell can't be duplicated again by another effect. Duplicating a spell destroys the ammunition, which otherwise remains active for 1 minute.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Spell Reservoir", + "trait": "Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2849", + "summary": "A spell reservoir rune creates a pool of eldritch energy within the etched weapon. A spellcaster can spend 1 minute to cast a spell of 3rd rank or lower into the weapon. The spell must require 2 actions or fewer to cast and must be able to target a creature other than the caster. The spell has no immediate effect—it is instead stored for later.", + "activation": "Safe Release [one-action] (concentrate); Effect Harmlessly expend the stored spell. This frees the weapon to have a new spell cast into it." + }, + { + "name": "Spell-Bastion", + "trait": "Abjuration, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1392", + "summary": "A spell-bastion rune creates a reservoir of eldritch energy within the shield. A spellcaster can spend 1 minute to Cast a Spell of 3rd level or lower into the shield. The spell must take 2 actions or fewer to cast and must be able to target a creature other than the caster. The spell has no immediate effect—it's instead stored for later. When you invest a spell-bastion shield, you immediately know the name and level of the stored spell. A spell-bastion shield found as treasure has a 50% chance of having a spell of the GM's choice stored in it.", + "activation": "one-action] command; Effect You harmlessly expend the stored spell. This frees the shield to have a new spell cast into it." + }, + { + "name": "Spell-Eating Pitch", + "trait": "Consumable, Divine, Injury, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=835", + "summary": "This gummy resin contains sparkling motes of magical energy that dramatically impair your cognitive functions and dispel spells as you cast them. Spell energy manifests but then sputters out, as though drained away by the sparkling motes. While you're stupefied by this poison, the DC of flat checks to avoid disruption from the stupefied condition when you Cast a Spell is 5 + twice the stupefied value, rather than 5 + the stupefied value.", + "activation": "two-actions] Interact" + }, + { + "name": "Spellbook (Blank)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2753", + "summary": "A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook." + }, + { + "name": "Spellbook of Redundant Enchantment", + "trait": "Enchantment, Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=994", + "summary": "When opening the book, whispers can be heard on the wind, or laughter rings in the distance. ", + "activation": "free-action] envision; Frequency once per day; Trigger You cast an enchantment spell prepared from this grimoire that has no effect because all targets critically succeeded on their saving throws; Effect You quickly divert the failed enchantment energy into yourself to retain your favored spell in place of another. You lose another spell you prepared of an equal or higher level to the triggering enchantment spell but retain the ability to cast the enchantment spell again." + }, + { + "name": "Spellcasting (1st rank)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Spellcasting", + "bulk": "", + "url": "/Equipment.aspx?ID=2771", + "summary": "Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table." + }, + { + "name": "Spellcasting (2nd rank)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Spellcasting", + "bulk": "", + "url": "/Equipment.aspx?ID=2771", + "summary": "Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table." + }, + { + "name": "Spellcasting (3rd rank)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Spellcasting", + "bulk": "", + "url": "/Equipment.aspx?ID=2771", + "summary": "Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table." + }, + { + "name": "Spellcasting (4th rank)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Spellcasting", + "bulk": "", + "url": "/Equipment.aspx?ID=2771", + "summary": "Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table." + }, + { + "name": "Spellcasting (5th rank)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Spellcasting", + "bulk": "", + "url": "/Equipment.aspx?ID=2771", + "summary": "Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table." + }, + { + "name": "Spellcasting (6th rank)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Spellcasting", + "bulk": "", + "url": "/Equipment.aspx?ID=2771", + "summary": "Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table." + }, + { + "name": "Spellcasting (7th rank)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Spellcasting", + "bulk": "", + "url": "/Equipment.aspx?ID=2771", + "summary": "Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table." + }, + { + "name": "Spellcasting (8th rank)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Spellcasting", + "bulk": "", + "url": "/Equipment.aspx?ID=2771", + "summary": "Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table." + }, + { + "name": "Spellcasting (9th rank)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Spellcasting", + "bulk": "", + "url": "/Equipment.aspx?ID=2771", + "summary": "Spellcasting services, listed on Table 6–15, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It’s hard to find someone who can cast higher-rank spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table." + }, + { + "name": "Spellsap Grenade (Greater)", + "trait": "Alchemical, Bomb, Consumable, Rare, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2619", + "summary": "The mixture of reagents, liquid djezet, and solid metal shrapnel inside this grenade explodes on contact with air. A spellsap grenade deals the listed slashing damage and splash damage. On a hit against a prepared or spontaneous spellcaster, the target must succeed at a Will saving throw with the listed DC or lose one prepared spell or one spontaneous spell slot. The spell is randomly selected from among the caster's highest three spell ranks (and then from among the spells prepared in that rank, for a prepared spellcaster). The grenade grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The item bonus is +3. The bomb deals 4d4 slashing damage and 4 slashing splash damage, and the DC is 38." + }, + { + "name": "Spellsap Grenade (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Rare, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2619", + "summary": "The mixture of reagents, liquid djezet, and solid metal shrapnel inside this grenade explodes on contact with air. A spellsap grenade deals the listed slashing damage and splash damage. On a hit against a prepared or spontaneous spellcaster, the target must succeed at a Will saving throw with the listed DC or lose one prepared spell or one spontaneous spell slot. The spell is randomly selected from among the caster's highest three spell ranks (and then from among the spells prepared in that rank, for a prepared spellcaster). The grenade grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The item bonus is +2. The bomb deals 3d4 slashing damage and 3 slashing splash damage, and the DC is 30." + }, + { + "name": "Spellslasher", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3895", + "summary": "A spellslasher is made of faceted crystal, its edges sharp and oddly misaligned. When it’s applied to a weapon, it attunes the weapon to magical energies, allowing it to slice through spells as though they were physical threads. While your weapon is under the effect of a spellslasher, you gain the Spellslash reaction; you can use this reaction only with the affected weapon, and the spellslasher’s effects end as soon as you use Spellslash.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Spellstrike Ammunition (Type I)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2927", + "summary": "Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.", + "activation": "two-actions] Cast a Spell" + }, + { + "name": "Spellstrike Ammunition (Type II)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2927", + "summary": "Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.", + "activation": "two-actions] Cast a Spell" + }, + { + "name": "Spellstrike Ammunition (Type III)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2927", + "summary": "Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.", + "activation": "two-actions] Cast a Spell" + }, + { + "name": "Spellstrike Ammunition (Type IV)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2927", + "summary": "Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.", + "activation": "two-actions] Cast a Spell" + }, + { + "name": "Spellstrike Ammunition (Type IX)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2927", + "summary": "Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.", + "activation": "two-actions] Cast a Spell" + }, + { + "name": "Spellstrike Ammunition (Type V)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2927", + "summary": "Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.", + "activation": "two-actions] Cast a Spell" + }, + { + "name": "Spellstrike Ammunition (Type VI)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2927", + "summary": "Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.", + "activation": "two-actions] Cast a Spell" + }, + { + "name": "Spellstrike Ammunition (Type VII)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2927", + "summary": "Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.", + "activation": "two-actions] Cast a Spell" + }, + { + "name": "Spellstrike Ammunition (Type VIII)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2927", + "summary": "Mystic patterns create a magic reservoir within this ammunition. You activate spellstrike ammunition by Casting a Spell on the ammunition. The spell must be of a spell rank the ammunition can hold, must take 1 or 2 actions to cast, and must be able to target a creature other than the caster. A creature hit by activated spellstrike ammunition is targeted by the spell. If the creature isn't a valid target for the spell, the spell is lost.", + "activation": "two-actions] Cast a Spell" + }, + { + "name": "Spellstriker Staff", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2258", + "summary": "A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a +1 striking shifting staff.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Spellstriker Staff (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2258", + "summary": "A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a +1 striking shifting staff.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Spellstriker Staff (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2258", + "summary": "A spellstriker staff is wrought iron with gleaming arcane sigils etched into its surface and a sharp point at the bottom. Used as a weapon, the staff is a +1 striking shifting staff.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Spellwatch", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1837", + "summary": "Counter-runes chip away at unwanted magic that impedes you. You can attempt a new saving throw against one hostile spell affecting you at the start of each of your turns. If you succeed, the spell ends, and if you fail it continues unchanged, with no additional ill effect. If you’re affected by multiple hostile spells, choose only one each turn to attempt the additional save against." + }, + { + "name": "Sphere of Annihilation", + "trait": "Artifact, Magical, Rare, Transmutation", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=620", + "summary": "A sphere of annihilation is a floating black sphere that pulls any matter that comes into contact with it into a void, destroying it utterly. Anything or anyone destroyed by the sphere can be brought back only by a deity’s direct intervention. The sphere can’t be counteracted by dispel magic or similar effects.", + "activation": "one-action] command; Requirements You are within 40 feet of the sphere; Effect You attempt a DC 30 Arcana or Occultism check to take control of the sphere. If someone else already controls the sphere, this check uses their Will DC if higher. If you succeed, you take control of the sphere. If you fail, the sphere moves 10 feet closer to you (or 20 feet on a critical failure). You keep control as long as you remain within 80 feet of the sphere and Sustain the Activation each round. When you Sustain the Activation, you must attempt a DC 30 Arcana or Occultism check. If you succeed, you direct the sphere to move up to 10 feet in a straight line (or up to 20 feet on a critical success). On a failure, you lose control of the sphere, and it moves 10 feet closer to you in a straight line (or 20 feet on a critical failure)." + }, + { + "name": "Spiced Demonade", + "trait": "Alchemical, Consumable, Elixir, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "", + "url": "/Equipment.aspx?ID=3519", + "summary": "There are some who claim that the original version of this tart red drink contained the ground skin of actual demons, but in truth, spiced demonade was created by a first-year academy student desperate to look awake and alert after a night of carousing.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Spider", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1694", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Spider Chair", + "trait": "Clockwork, Magical, Uncommon", + "item_category": "Assistive Items", + "item_subcategory": "Mobility Devices", + "bulk": "3", + "url": "/Equipment.aspx?ID=1163", + "summary": "This clockwork traveler's chair has spinnerets and spider legs that allow it to roll up walls, fire web lines to pull you to a location, and obstruct foes with webs. While using the chair, you gain a climb Speed equal to your Speed.", + "activation": "three-actions] Interact; Frequency once per hour; Effect You cause the chair to launch an enormous web to hinder your foes, with the effects of a 4th-level web spell." + }, + { + "name": "Spider Lily Tattoo", + "trait": "Invested, Magical, Necromancy, Rare, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2687", + "summary": "The spider lily tattoo marks you as a trusted member of Granny Hu's network. This crimson tattoo fades and becomes invisible within a day of being applied, reappearing only when you Activate it, when you gain the doomed condition, or when you die. The higher the doomed value, the more vivid the color. If your tattoo is plainly visible, you gain a +1 item bonus to Intimidation checks against all creatures that can see the tattoo, but you take a –1 item penalty to Diplomacy checks to Make an Impression on those who understand the actual meaning of the spider lily tattoo (including all of Willowshore's citizens).", + "activation": "reaction] envision (concentrate); Frequency once per day; Trigger An undead creature detects you for the first time; Effect The spider lily tattoo manipulates your life force to make you appear to be undead for a short time. Attempt a Deception check against the triggering undead creature's Perception DC. On a success, the triggering undead believes you're undead as well—a mindless undead is likely to ignore you, while a sapient undead might react with curiosity or confusion. You can continue attempting Deception checks each round as a single action to Sustain the effect for up to 1 minute." + }, + { + "name": "Spider Root", + "trait": "Alchemical, Consumable, Contact, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3345", + "summary": "A paste made by mashing the fine, threadlike roots of a certain creeper vine, spider root renders a victim clumsy and maladroit. Saving Throw DC …", + "activation": "one-action] (manipulate)" + }, + { + "name": "Spider Venom", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3346", + "summary": "This spider venom erodes a target's defenses. Saving Throw DC 22 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and …", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Spiderfoot Brew (Greater)", + "trait": "Alchemical, Consumable, Elixir, Morph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1966", + "summary": "This sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to Climb for the listed duration.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Spiderfoot Brew (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Morph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1966", + "summary": "This sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to Climb for the listed duration.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Spiderfoot Brew (Major)", + "trait": "Alchemical, Consumable, Elixir, Polymorph, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1461", + "summary": "This gelatinous, sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny clinging hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to climb for the listed duration.", + "activation": "one-action] Interact" + }, + { + "name": "Spiderfoot Brew (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Morph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1966", + "summary": "This sticky fluid is made from the silk glands of giant spiders. When you drink a spiderfoot brew, tiny hairs grow on your hands and feet, granting you a climb Speed and an item bonus to Athletics checks made to Climb for the listed duration.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Spike Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3385", + "summary": "This basic snare consists of hidden spikes that rely on a creature's momentum to lacerate or potentially impale it as it enters the snare's square, dealing 2d8 piercing damage. The creature must attempt a DC 17 basic Reflex saving throw." + }, + { + "name": "Spiny Lodestone", + "trait": "Magical, Metal, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2620", + "summary": "This perfectly octahedral magnetite crystal is covered in a hair-like layer of iron sand that always finds its way back to shape if wiped away. The spell attack modifier of any spell cast by Activating this item is +8, and the spell DC is 18.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast rust cloud." + }, + { + "name": "Spiny Lodestone (Greater)", + "trait": "Magical, Metal, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2620", + "summary": "This perfectly octahedral magnetite crystal is covered in a hair-like layer of iron sand that always finds its way back to shape if wiped away. The spell attack modifier of any spell cast by Activating this item is +8, and the spell DC is 18.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast rust cloud." + }, + { + "name": "Spiny Lodestone (Major)", + "trait": "Magical, Metal, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2620", + "summary": "This perfectly octahedral magnetite crystal is covered in a hair-like layer of iron sand that always finds its way back to shape if wiped away. The spell attack modifier of any spell cast by Activating this item is +8, and the spell DC is 18.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast rust cloud." + }, + { + "name": "Spiral Chimes", + "trait": "Air, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2584", + "summary": "Spiral chimes are a set of small metal bells decorated with spiraling designs that hang on thin wires from a carved statue of a storm cloud or air elemental. Each bell in the spiral chimes rings at a different tone, and when caught in the turbulent winds of a storm, the bells combine to create deep, full songs.", + "activation": "Revealing Chime [one-action] (manipulate, sonic); Frequency once per day; Effect You ring the chimes, blanketing everything in a 30-foot burst within 120 feet in visible, reverberating sound. This can negate invisibility, making creatures concealed instead of invisible. The duration and other effects depend on the result of each creature's attempt at a DC 30 Reflex save." + }, + { + "name": "Spirit Bulb", + "trait": "Consumable, Magical, Plant, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3004", + "summary": "This magical bulb is harvested from an ancient grove rich in primal plant magic. When you activate the bulb, you either eat it to have it cast a 5th-rank plant form spell affecting you, or plant it in the ground next to you to have it cast a 5th-rank summon plant or fungus spell. If you choose the summoning option, the plant or fungus appears where you planted the bulb, and you can Sustain the activation to keep control of the creature.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Spirit Bulb (Greater)", + "trait": "Consumable, Magical, Plant, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3004", + "summary": "This magical bulb is harvested from an ancient grove rich in primal plant magic. When you activate the bulb, you either eat it to have it cast a 5th-rank plant form spell affecting you, or plant it in the ground next to you to have it cast a 5th-rank summon plant or fungus spell. If you choose the summoning option, the plant or fungus appears where you planted the bulb, and you can Sustain the activation to keep control of the creature.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Spirit Bulb (Major)", + "trait": "Consumable, Magical, Plant, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3004", + "summary": "This magical bulb is harvested from an ancient grove rich in primal plant magic. When you activate the bulb, you either eat it to have it cast a 5th-rank plant form spell affecting you, or plant it in the ground next to you to have it cast a 5th-rank summon plant or fungus spell. If you choose the summoning option, the plant or fungus appears where you planted the bulb, and you can Sustain the activation to keep control of the creature.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Spirit Fan", + "trait": "Magical, Necromancy, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3138", + "summary": "This elegant black, gold-tipped +1 striking fighting fan is adorned with images of three golden leaves and a red rope tassel. If a creature is reduced to 0 Hit Points by a spirit fan, the golden leaves on the fan light up, providing illumination equal to that of a torch for 1 minute.", + "activation": "two-actions] envision; Frequency once per hour; Requirements The spirit fan's leaves are illuminated; Effect You sweep the spirit fan in the direction of a single target you can see within 30 feet, releasing the life energy in the form of a streak of golden light. The spirit fan goes dark. If the target is a living creature, the energy restores 3d8+8 Hit Points. If the target is undead, it takes 2d8+8 positive damage (DC 23 basic Fortitude save)." + }, + { + "name": "Spirit Snare", + "trait": "Consumable, Electricity, Mechanical, Rare, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1133", + "summary": "This complicated snare is affixed with various crystals and Stasian coils attached to strange electrical relays, working on the same principles as etheric spirit singers. When an incorporeal creature enters its square, the device lets loose an ectoplasmic web that lashes around the creature's spectral form. The creature must succeed a DC 26 Reflex saving throw or become immobilized for 1 round. On a critical failure, the creature becomes immobilized for 1 minute. In either case, the incorporeal creature can attempt to Escape (DC 26)." + }, + { + "name": "Spirit Trap", + "trait": "Consumable, Magical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2688", + "summary": "A spirit trap consists of a net dipped in water that has been steeped with sacred herbs to better combat phantoms. This snare's components function as a net when not set up. You set this snare up in a 10-foot-by-10-foot area. The first creature with the spirit trait that steps into the area must attempt a DC 16 Fortitude save." + }, + { + "name": "Spirit-Sealing Fulu", + "trait": "Consumable, Fulu, Incapacitation, Magical, Necromancy", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=983", + "summary": "Duration 1 round (or 4 rounds); Usage affixed to one undead creature; Bulk —" + }, + { + "name": "Spirit-Sealing Fulu (Greater)", + "trait": "Consumable, Fulu, Incapacitation, Magical, Necromancy", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=983", + "summary": "The DC is 27. On a critical failure, the undead is paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success." + }, + { + "name": "Spirit-Singer", + "trait": "Rare", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "16", + "url": "/Equipment.aspx?ID=1138", + "summary": "Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit-singer grants you a +1 item bonus to Performance checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren't actively Searching for it, due to the distortions of the spirit-singer's music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer's music and that can't otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit-singer in a particular position and uses both hands to play." + }, + { + "name": "Spirit-Singer (Handheld)", + "trait": "Rare", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1138", + "summary": "Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit-singer grants you a +1 item bonus to Performance checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren't actively Searching for it, due to the distortions of the spirit-singer's music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer's music and that can't otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit-singer in a particular position and uses both hands to play." + }, + { + "name": "Spirit-Singer (Incredible Handheld)", + "trait": "Rare", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1138", + "summary": "Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit-singer grants you a +1 item bonus to Performance checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren't actively Searching for it, due to the distortions of the spirit-singer's music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer's music and that can't otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit-singer in a particular position and uses both hands to play." + }, + { + "name": "Spirit-Singer (Incredible)", + "trait": "Rare", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "16", + "url": "/Equipment.aspx?ID=1138", + "summary": "Etheric spirit-singers create an eerie spectral sound based on the presence of spiritual essence and other ethereal energies. All spirit-singers can be used as musical instruments by manipulating the sensitivity to ethereal energies. However, they have an even greater benefit in areas heavy with spiritual essence. When played in the presence of a significant spiritual disturbance, such as a haunt or an incorporeal undead, a spirit-singer grants you a +1 item bonus to Performance checks. While playing a spirit-singer, you also gain a +1 item bonus to checks to detect a haunt or incorporeal undead, and you can roll a check to notice a haunt even if you aren't actively Searching for it, due to the distortions of the spirit-singer's music. A haunt or incorporeal undead that is intelligent enough to notice the effects it is having on the spirit-singer's music and that can't otherwise communicate with the living might choose to use the spirit-singer to do so if it wishes. For instance, it could try to guide the spirit-singer player towards a location by creating distortions in that direction or, if it understands language, it could try to answer questions by creating one distortion for yes and two distortions for no. Unless stated otherwise in its usage entry, a spirit-singer functions like a heavy musical instrument; rather than carrying it, the musician places the spirit-singer in a particular position and uses both hands to play." + }, + { + "name": "Spiritsight Ring", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2346", + "summary": "The opal set in the intricately carved ivory spiritsight ring eventually becomes translucent and tickles your finger whenever an incorporeal creature is nearby. When in the presence of a nearby incorporeal creature, even if it's within a solid object, you eventually detect the creature, though you might not do so instantly, and you can't pinpoint the location. This acts as a vague sense, like humans' sense of smell. An incorporeal creature trying to hide its presence from this sense attempts a Stealth check against your Perception DC to hide from your vague sense, as normal for attempting to foil special senses. You gain a +2 item bonus when using the Seek action to find hidden or undetected incorporeal creatures within 30 feet of you." + }, + { + "name": "Spiritsight Tea", + "trait": "Consumable, Divination, Magical, Potion, Tea, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Tea", + "bulk": "L", + "url": "/Equipment.aspx?ID=3146", + "summary": "Spiritsight tea exudes a soft blue glow, creating illumination equal to that of a candle. When consumed, your eyes take on a soft glow as well, and you can see invisible creatures and objects for 10 minutes; such creatures appear to you as translucent shapes, and they're concealed to you. You gain a +1 item bonus to Perception checks to Seek incorporeal creatures.", + "activation": "one-action] Interact or 10 minutes (concentrate, Interact)" + }, + { + "name": "Spiritual Warhorn (Greater)", + "trait": "Consumable, Force, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2126", + "summary": "A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn's type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn's type), and then disappears. The warriors can flank with one another and with you and your allies.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Spiritual Warhorn (Lesser)", + "trait": "Consumable, Force, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2126", + "summary": "A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn's type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn's type), and then disappears. The warriors can flank with one another and with you and your allies.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Spiritual Warhorn (Major)", + "trait": "Consumable, Force, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2126", + "summary": "A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn's type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn's type), and then disappears. The warriors can flank with one another and with you and your allies.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Spiritual Warhorn (Moderate)", + "trait": "Consumable, Force, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2126", + "summary": "A spiritual warhorn is a trumpet made of horn, leather, and metal. When you play a single, long note from the warhorn, it calls forth a number of Medium spiritual manifestations of warriors to aid you, according to the horn's type. Each warrior appears in an open square adjacent to an enemy within 60 feet of you, makes a Strike for 2d6 force damage (with an attack bonus determined by the warhorn's type), and then disappears. The warriors can flank with one another and with you and your allies.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Splatrope Extruder", + "trait": "Alchemical", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "L", + "url": "/Equipment.aspx?ID=1985", + "summary": "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 glue bomb to the extruder.", + "activation": "one-action] (manipulate); Requirements A glue bomb is installed in the extruder; Effect The extruder converts the glue bomb 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 glue bomb’s DC and Escaping destroys the created object." + }, + { + "name": "Spleen Bloodstone of Arazni", + "trait": "Artifact, Divine, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3786", + "summary": "The Spleen Bloodstone of Arazni represents freedom. Holding the Spleen Bloodstone makes you feel as if no bonds can contain you. ", + "activation": "Break Bonds [free-action] (concentrate); Frequency once per day; Requirements You worship Arazni or are favored by her; Effect The confused, controlled, grabbed, immobilized, paralyzed, petrified, and restrained conditions, as well as any Speed penalties affecting you, immediately end unless the effect is magical and of 12th level or higher. You can use this ability even if your actions are restricted or otherwise decided for you (such as being confused or controlled)." + }, + { + "name": "Splendid Floodlight", + "trait": "Illusion, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=1785", + "summary": "This drum-shaped metal floodlight has a metal handle on each side and a housing at its base to be slotted into a stand or pedestal. A splendid floodlight has a primary function as well as several secondary functions available by rotating through a series of translucent sheets called gels. A splendid floodlight comes with the four gels described below, but other gels exist with different abilities.", + "activation": "two-actions] Interact; Requirements The splendid floodlight's light is on; Effect You rotate one of the following gels into position in the floodlight or rotate a gel out. You can do this even if the splendid floodlight has been moved from its position when the light was created. You can have up to two gels in place at once; if you rotate in a third, another of your choice rotates out." + }, + { + "name": "Splint", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "Joint Supports and Splints", + "bulk": "", + "url": "/Equipment.aspx?ID=1350", + "summary": "Splints can be applied to the following joints: finger, hand, wrist, elbow, knee, and shin. They are strapped to the desired area but are more rigid in structure than supports and braces, with metal or wooden bars pulled firmly against the bone structure to provide constant support (ring splints only attach to a single digit). They are a little less flexible, but you still have full use of your limbs and fingers when using one. You still have full mobility of the limb when not wearing it, but the limb becomes painful and feels less secure without the extra support it normally has, which might present physical symptoms." + }, + { + "name": "Splinter of Finality", + "trait": "Artifact, Invested, Occult, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3772", + "summary": " Note from Nethys: This item is a constituent part of the Splinter of Finality archetype using the archetype artifact rules. The sharpness of …" + }, + { + "name": "Spore Shepherd's Staff", + "trait": "Conjuration, Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2665", + "summary": "This staff is constructed from a magically grown amanita mushroom, with a shaft that spreads into a bright red cap speckled in white. While wielding the staff you gain a +2 circumstance bonus to Nature checks to identify fungus.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Spore Shepherd's Staff (Greater)", + "trait": "Conjuration, Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2665", + "summary": "This staff is constructed from a magically grown amanita mushroom, with a shaft that spreads into a bright red cap speckled in white. While wielding the staff you gain a +2 circumstance bonus to Nature checks to identify fungus.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Spore Shepherd's Staff (Major)", + "trait": "Conjuration, Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2665", + "summary": "This staff is constructed from a magically grown amanita mushroom, with a shaft that spreads into a bright red cap speckled in white. While wielding the staff you gain a +2 circumstance bonus to Nature checks to identify fungus.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Sportlebore Capsule", + "trait": "Alchemical, Consumable, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3240", + "summary": "This tiny capsule of soluble material is filled with a flavorless clear powder mixed with thousands of microscopic eggs laid by insidious parasites known as sportlebores. If the capsule or its contents are swallowed by an unwitting victim, the eggs rapidly hatch inside their unfortunate host, causing great abdominal pain. The target can't recover from the poison's enfeebled or sickened condition except by magic. After stage 3, the target returns to stage 1, but if it progresses to stage 3 a second time, the damage is doubled.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Spotless Spats", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3979", + "summary": "No soldier in a parade or other formal appearance would dare forget their pristine white spats covering their boots. Their presence inspires the wearer to keep the rest of their uniform equally tidy. While wearing the spotless spats, your outfit is magically cleaned every 10 minutes, as if by the prestidigitation spell." + }, + { + "name": "Spring Heel", + "trait": "Clockwork, Mechanical, Uncommon", + "item_category": "Assistive Items", + "item_subcategory": "Prostheses", + "bulk": "1", + "url": "/Equipment.aspx?ID=2161", + "summary": "Fitted into each of these prosthetic legs is a large spring, tightly bound around a collapsible shaft. When released, the spring unspools rapidly and the shaft telescopes out and back, returning to its compressed form and catapulting you forward.", + "activation": "one-action] (concentrate, manipulate); Frequency once per hour; Effect You Stride up to twice your speed or Leap up to 20 feet horizontally and 5 feet vertically." + }, + { + "name": "Spring-Loaded Net Launcher", + "trait": "Clockwork, Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "1", + "url": "/Equipment.aspx?ID=1269", + "summary": "This small bronze cylinder is about the size of a potion bottle. When you activate the launcher, it fires an unattached net requiring only a single hand, and at a greater distance. As normal, you make a ranged attack roll against a Medium or smaller creature, but you can target a creature up to 60 feet away, instead of only 20 feet away. The net trap otherwise functions as an unattached net.", + "activation": "one-action] Interact" + }, + { + "name": "Sprite Apple (Chartreuse)", + "trait": "Alchemical, Consumable, Light", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1932", + "summary": "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.", + "activation": "minute (manipulate)" + }, + { + "name": "Sprite Apple (Golden)", + "trait": "Alchemical, Consumable, Light", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1932", + "summary": "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.", + "activation": "minute (manipulate)" + }, + { + "name": "Sprite Apple (Pink)", + "trait": "Alchemical, Consumable, Light", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1932", + "summary": "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.", + "activation": "minute (manipulate)" + }, + { + "name": "Sprite Apple (Teal)", + "trait": "Alchemical, Consumable, Light", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1932", + "summary": "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.", + "activation": "minute (manipulate)" + }, + { + "name": "Spry Sinews (Greater)", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3189", + "summary": "The tendons in your legs are uncommonly stretchy. When you Leap, increase the distance traveled by the listed amount." + }, + { + "name": "Spry Sinews (Lesser)", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3189", + "summary": "The tendons in your legs are uncommonly stretchy. When you Leap, increase the distance traveled by the listed amount." + }, + { + "name": "Spun Cloud (Black)", + "trait": "Air, Bottled Breath, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Bottled Breath", + "bulk": "L", + "url": "/Equipment.aspx?ID=2585", + "summary": "On the Elemental Plane of Air, small clouds of differing colors can sometimes float separately from other cloud formations. Clever people can spin these clouds into small handfuls, creating a magical bundle of elemental power. Unlike most bottled breath, spun clouds don't have any effect on you while you hold them in your lungs, but you can exhale the cloud as a single action. When exhaled, the cloud flows out and expands into a 20-foot burst within 60 feet of you. The cloud dissipates after 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Spun Cloud (Blue)", + "trait": "Air, Bottled Breath, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Bottled Breath", + "bulk": "L", + "url": "/Equipment.aspx?ID=2585", + "summary": "On the Elemental Plane of Air, small clouds of differing colors can sometimes float separately from other cloud formations. Clever people can spin these clouds into small handfuls, creating a magical bundle of elemental power. Unlike most bottled breath, spun clouds don't have any effect on you while you hold them in your lungs, but you can exhale the cloud as a single action. When exhaled, the cloud flows out and expands into a 20-foot burst within 60 feet of you. The cloud dissipates after 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Spun Cloud (Green)", + "trait": "Air, Bottled Breath, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Bottled Breath", + "bulk": "L", + "url": "/Equipment.aspx?ID=2585", + "summary": "On the Elemental Plane of Air, small clouds of differing colors can sometimes float separately from other cloud formations. Clever people can spin these clouds into small handfuls, creating a magical bundle of elemental power. Unlike most bottled breath, spun clouds don't have any effect on you while you hold them in your lungs, but you can exhale the cloud as a single action. When exhaled, the cloud flows out and expands into a 20-foot burst within 60 feet of you. The cloud dissipates after 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Spun Cloud (Red)", + "trait": "Air, Bottled Breath, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Bottled Breath", + "bulk": "L", + "url": "/Equipment.aspx?ID=2585", + "summary": "On the Elemental Plane of Air, small clouds of differing colors can sometimes float separately from other cloud formations. Clever people can spin these clouds into small handfuls, creating a magical bundle of elemental power. Unlike most bottled breath, spun clouds don't have any effect on you while you hold them in your lungs, but you can exhale the cloud as a single action. When exhaled, the cloud flows out and expands into a 20-foot burst within 60 feet of you. The cloud dissipates after 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Spun Cloud (White)", + "trait": "Air, Bottled Breath, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Bottled Breath", + "bulk": "L", + "url": "/Equipment.aspx?ID=2585", + "summary": "On the Elemental Plane of Air, small clouds of differing colors can sometimes float separately from other cloud formations. Clever people can spin these clouds into small handfuls, creating a magical bundle of elemental power. Unlike most bottled breath, spun clouds don't have any effect on you while you hold them in your lungs, but you can exhale the cloud as a single action. When exhaled, the cloud flows out and expands into a 20-foot burst within 60 feet of you. The cloud dissipates after 1 minute.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Spurned Lute", + "trait": "Cursed, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2389", + "summary": "Made of a deep-brown rosewood, a spurned lute is adorned with carved flowers. The lute appears to be and functions as a virtuoso instrument. (Other spurned instruments exist, but the lute is the least rare.) This lute has a jealous streak, demanding total loyalty from its “partner” musician. After you play the lute for the first time, it fuses to you. If you go a day without using it to Perform, you become stupefied 1 until you next do so. After that, when you attempt a Performance check using an instrument other than the lute, you take a –4 circumstance penalty to do so, and you must succeed at a DC 20 Will save or become stupefied 1 for 1 minute." + }, + { + "name": "Spy Staff", + "trait": "Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2259", + "summary": "In its normal form, a spy staff is a slim rod of burnished wood with subtle etchings of eyes upon its sides. The first to develop the spy staff were agents of Andoran's Twilight Talons, but such staves have spread to espionage agencies throughout the Inner Sea region and beyond.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Spy Staff (Greater)", + "trait": "Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2259", + "summary": "In its normal form, a spy staff is a slim rod of burnished wood with subtle etchings of eyes upon its sides. The first to develop the spy staff were agents of Andoran's Twilight Talons, but such staves have spread to espionage agencies throughout the Inner Sea region and beyond.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Spy Staff (Major)", + "trait": "Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2259", + "summary": "In its normal form, a spy staff is a slim rod of burnished wood with subtle etchings of eyes upon its sides. The first to develop the spy staff were agents of Andoran's Twilight Talons, but such staves have spread to espionage agencies throughout the Inner Sea region and beyond.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Spyglass", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2754", + "summary": "A typical spyglass lets you see eight times farther than normal." + }, + { + "name": "Spyglass (Fine)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2754", + "summary": "A fine spyglass adds a +1 item bonus to Perception checks to notice details at a distance." + }, + { + "name": "Spyglass Eye", + "trait": "Magical", + "item_category": "Assistive Items", + "item_subcategory": "Vision Assistance", + "bulk": "L", + "url": "/Equipment.aspx?ID=2159", + "summary": "Polished to a perfect surface and incredibly clear, this special magical prosthetic eye allows you to clearly see small details as well as things a great distance away.", + "activation": "two-actions] (concentrate); Frequency once per hour; Effect A magical lens of hardened air comes into being in front of the eye, allowing you to see as though you were looking through a fine spyglass for 1 minute." + }, + { + "name": "Squid Ink Sac", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3190", + "summary": "Sacs full of dark ink have been implanted inside your mouth, allowing you to spit it forth. If this graft is used underwater, you can instead …", + "activation": "Spray Ink [one-action] (manipulate) ; Frequency once per day; Effect You splatter ink in a 10-foot cone, covering creatures and revealing invisible ones. Each creature in the area must succeed at a DC 20 Reflex save or become covered in ink. If a creature has its invisibility negated by this ink, it is concealed instead of invisible. A creature can negate the effects of the ink by spending two Interact actions to wipe off the ink." + }, + { + "name": "Squire's Tabard", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3980", + "summary": "Squires with aspirations of being knights wear these loose, colorful tunics, typically emblazoned with the crest of the knight or kingdom they serve. ", + "activation": "At Your Aid [one-action] (concentrate); Frequency once per day; Effect You race to the side of an ally who needs your help. You Stride twice, ignoring difficult terrain, but your movement must end adjacent to an ally." + }, + { + "name": "Squirrel", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1695", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Stabling", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2768", + "summary": "" + }, + { + "name": "Staff of Air", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2260", + "summary": "Carved from white ash wood, a staff of air crackles with electrical sparks, and a breeze always follows the wielder. While wielding a staff of air, you feel lighter on your feet, and you can Step into difficult terrain once per round.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Air (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2260", + "summary": "Carved from white ash wood, a staff of air crackles with electrical sparks, and a breeze always follows the wielder. While wielding a staff of air, you feel lighter on your feet, and you can Step into difficult terrain once per round.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Air (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2260", + "summary": "Carved from white ash wood, a staff of air crackles with electrical sparks, and a breeze always follows the wielder. While wielding a staff of air, you feel lighter on your feet, and you can Step into difficult terrain once per round.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Arcane Might", + "trait": "Magical, Rare, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3038", + "summary": "This staff of magically hardened wood is topped with a silver sculpture depicting magical runic symbols. A staff of arcane might is a +1 striking staff.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Control", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3039", + "summary": "An array of dazzling gemstones lines the twisting head of the golden staff. While wielding the staff, you gain a +1 status bonus to Diplomacy checks to make a Request.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Control (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3039", + "summary": "An array of dazzling gemstones lines the twisting head of the golden staff. While wielding the staff, you gain a +1 status bonus to Diplomacy checks to make a Request.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Control (Major)", + "trait": "Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3039", + "summary": "An array of dazzling gemstones lines the twisting head of the golden staff. While wielding the staff, you gain a +1 status bonus to Diplomacy checks to make a Request.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Earth", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2261", + "summary": "Geometric patterns are etched into the smooth brown and gray surface of a staff of earth, which makes a solid thud whenever tapped against the ground. While wielding a staff of earth, you gain a +1 circumstance bonus to your Fortitude saves and DC against effects that Shove you or knock you prone.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Earth (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2261", + "summary": "Geometric patterns are etched into the smooth brown and gray surface of a staff of earth, which makes a solid thud whenever tapped against the ground. While wielding a staff of earth, you gain a +1 circumstance bonus to your Fortitude saves and DC against effects that Shove you or knock you prone.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Earth (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2261", + "summary": "Geometric patterns are etched into the smooth brown and gray surface of a staff of earth, which makes a solid thud whenever tapped against the ground. While wielding a staff of earth, you gain a +1 circumstance bonus to your Fortitude saves and DC against effects that Shove you or knock you prone.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Elemental Power", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3040", + "summary": "This staff is tapered at the base and carved into a gem-studded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to checks to identify elemental creatures.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Elemental Power (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3040", + "summary": "This staff is tapered at the base and carved into a gem-studded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to checks to identify elemental creatures.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Elemental Power (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3040", + "summary": "This staff is tapered at the base and carved into a gem-studded twist at the top. While wielding the staff, you gain a +2 circumstance bonus to checks to identify elemental creatures.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Final Rest", + "trait": "Magical, Necromancy, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1285", + "summary": "This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Lastwall, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the versatile P trait and functions as a wooden stake, allowing you to use it to stake vampires, and your Strikes with the staff gain a +1 circumstance bonus to damage rolls against undead.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Final Rest (Greater)", + "trait": "Magical, Necromancy, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1285", + "summary": "This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Lastwall, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the versatile P trait and functions as a wooden stake, allowing you to use it to stake vampires, and your Strikes with the staff gain a +1 circumstance bonus to damage rolls against undead.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Final Rest (Major)", + "trait": "Magical, Necromancy, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1285", + "summary": "This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Lastwall, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the versatile P trait and functions as a wooden stake, allowing you to use it to stake vampires, and your Strikes with the staff gain a +1 circumstance bonus to damage rolls against undead.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Fire", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3041", + "summary": "This staff resembles a blackened and burned length of ashen wood. You can Interact to touch the tip of this staff to a torch, tinder, or a flammable substance to ignite a flame.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Fire (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3041", + "summary": "This staff resembles a blackened and burned length of ashen wood. You can Interact to touch the tip of this staff to a torch, tinder, or a flammable substance to ignite a flame.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Fire (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3041", + "summary": "This staff resembles a blackened and burned length of ashen wood. You can Interact to touch the tip of this staff to a torch, tinder, or a flammable substance to ignite a flame.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Healing", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3042", + "summary": "This white wood staff is capped at each end with a golden cross adorned with ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or charges from the staff.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Healing (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3042", + "summary": "This white wood staff is capped at each end with a golden cross adorned with ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or charges from the staff.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Healing (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3042", + "summary": "This white wood staff is capped at each end with a golden cross adorned with ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or charges from the staff.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Healing (True)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3042", + "summary": "This white wood staff is capped at each end with a golden cross adorned with ruby cabochons. A staff of healing grants an item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or charges from the staff.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Illumination", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3043", + "summary": "This simple iron staff is capped with a faceted, clear gem. ", + "activation": "Cast a Spell; Effect" + }, + { + "name": "Staff of Impossible Visions", + "trait": "Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3421", + "summary": "This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes on the staff rather than your own, using your normal visual senses (including any benefits of spells like see the unseen). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners. The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Impossible Visions (Greater)", + "trait": "Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3421", + "summary": "This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes on the staff rather than your own, using your normal visual senses (including any benefits of spells like see the unseen). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners. The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Impossible Visions (Major)", + "trait": "Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3421", + "summary": "This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes on the staff rather than your own, using your normal visual senses (including any benefits of spells like see the unseen). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners. The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Impossible Visions (True)", + "trait": "Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3421", + "summary": "This bizarre staff is made from oak, capped with a cluster of eye-shaped gemstones that seem to move and undulate at the corner of your vision. While wielding the staff, you can peer through the eyes on the staff rather than your own, using your normal visual senses (including any benefits of spells like see the unseen). You can maneuver the staff to see things around corners, at higher elevations, or in places where the staff can fit but your head can't. This doesn't provide sufficient line of effect to target creatures around corners. The eyes are as vulnerable as your eyes and can be affected by anything that alters your vision, such as a blinding flash of light.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Metal", + "trait": "Magical, Metal, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2621", + "summary": "This cylindrical iron staff has colored segments on both ends, one red and one blue. When you Strike with the staff, you gain a +1 circumstance bonus to the attack roll if the target is wearing metal armor or is primarily made of metal.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Metal (Greater)", + "trait": "Magical, Metal, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2621", + "summary": "This cylindrical iron staff has colored segments on both ends, one red and one blue. When you Strike with the staff, you gain a +1 circumstance bonus to the attack roll if the target is wearing metal armor or is primarily made of metal.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Metal (Major)", + "trait": "Magical, Metal, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2621", + "summary": "This cylindrical iron staff has colored segments on both ends, one red and one blue. When you Strike with the staff, you gain a +1 circumstance bonus to the attack roll if the target is wearing metal armor or is primarily made of metal.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Nature's Cunning", + "trait": "Magical, Plant, Staff, Transmutation", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1002", + "summary": "Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Nature's Cunning (Greater)", + "trait": "Magical, Plant, Staff, Transmutation", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1002", + "summary": "Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Nature's Cunning (Major)", + "trait": "Magical, Plant, Staff, Transmutation", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1002", + "summary": "Moss and winding vines give this gnarled staff of wild wood a vibrant green tinge. You created this staff to aid you in speaking to the plants you met on your adventure and beseeching them to come to your aid.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Nature's Vengeance", + "trait": "Evocation, Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=749", + "summary": "Cantrip tanglefoot 1st shocking grasp , spider sting 2nd flaming sphere , vomit swarm 3rd earthbind , wall of …", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Nature's Vengeance (Greater)", + "trait": "Evocation, Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=749", + "summary": "This stout staff is made from gnarled hawthorn. When used as a weapon, a staff of nature's vengeance permanently has the effects of shillelagh.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Nature's Vengeance (Major)", + "trait": "Evocation, Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=749", + "summary": "This stout staff is made from gnarled hawthorn. When used as a weapon, a staff of nature's vengeance permanently has the effects of shillelagh.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Phantasms", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3044", + "summary": "This ornate metal staff shines with precious inlays of gold. When you Cast a Spell from the staff, the illusory image of something you desire flashes across its surface. While wielding the staff, you gain a +2 status bonus to checks to disbelieve an illusion.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Phantasms (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3044", + "summary": "This ornate metal staff shines with precious inlays of gold. When you Cast a Spell from the staff, the illusory image of something you desire flashes across its surface. While wielding the staff, you gain a +2 status bonus to checks to disbelieve an illusion.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Phantasms (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3044", + "summary": "This ornate metal staff shines with precious inlays of gold. When you Cast a Spell from the staff, the illusory image of something you desire flashes across its surface. While wielding the staff, you gain a +2 status bonus to checks to disbelieve an illusion.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Protection", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3045", + "summary": "This wooden staff is remarkably sturdy and unyielding. While wielding the staff, you gain a +1 circumstance bonus to your DC to avoid being shoved or tripped.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Protection (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3045", + "summary": "This wooden staff is remarkably sturdy and unyielding. While wielding the staff, you gain a +1 circumstance bonus to your DC to avoid being shoved or tripped.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Protection (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3045", + "summary": "This wooden staff is remarkably sturdy and unyielding. While wielding the staff, you gain a +1 circumstance bonus to your DC to avoid being shoved or tripped.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Providence", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3422", + "summary": "A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus to Survival checks to Sense Direction or Subsist and to Religion checks to Recall Knowledge.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Providence (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3422", + "summary": "A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus to Survival checks to Sense Direction or Subsist and to Religion checks to Recall Knowledge.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Providence (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3422", + "summary": "A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus to Survival checks to Sense Direction or Subsist and to Religion checks to Recall Knowledge.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Providence (True)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3422", + "summary": "A large, stylized symbol of an eye adorns the top of this wooden staff, representing the watchful eye of the divine powers. The bearer of the staff can guide and protect, seeing bounties and tragedies that could befall them in the future. When wielding this staff, you gain a +1 item bonus to Survival checks to Sense Direction or Subsist and to Religion checks to Recall Knowledge.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Sieges", + "trait": "Evocation, Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=672", + "summary": "This adamantine staff is fitted with mithral plates resembling battlements on a castle. Lesser cover, cover, and greater cover don't grant any bonus against your spell attacks or to saving throws against your spells that you cast from the staff.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Summoning", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3046", + "summary": "This ash staff is decorated with animals, elementals, and dragons. Creatures summoned using this staff gain a number of temporary Hit Points equal to the level of the spell used to summon them.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Summoning (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3046", + "summary": "This ash staff is decorated with animals, elementals, and dragons. Creatures summoned using this staff gain a number of temporary Hit Points equal to the level of the spell used to summon them.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Summoning (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3046", + "summary": "This ash staff is decorated with animals, elementals, and dragons. Creatures summoned using this staff gain a number of temporary Hit Points equal to the level of the spell used to summon them.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Black Desert", + "trait": "Divination, Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=660", + "summary": "This rough metal staff is pitted and sandblasted, with thousands of nigh-imperceptible sand crystals embedded in its surface. While carrying the staff, you gain a +2 circumstance bonus to Occultism checks to identify aberrations and oozes native to the Darklands.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Black Desert (Greater)", + "trait": "Divination, Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=660", + "summary": "This rough metal staff is pitted and sandblasted, with thousands of nigh-imperceptible sand crystals embedded in its surface. While carrying the staff, you gain a +2 circumstance bonus to Occultism checks to identify aberrations and oozes native to the Darklands.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Dead", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3047", + "summary": "This twisted and grim-looking staff is adorned with hideous skull and bone motifs. Creatures summoned using this staff gain a number of temporary Hit Points equal to the level of the spell used to summon them.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Dead (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3047", + "summary": "This twisted and grim-looking staff is adorned with hideous skull and bone motifs. Creatures summoned using this staff gain a number of temporary Hit Points equal to the level of the spell used to summon them.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Dead (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3047", + "summary": "This twisted and grim-looking staff is adorned with hideous skull and bone motifs. Creatures summoned using this staff gain a number of temporary Hit Points equal to the level of the spell used to summon them.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Desert Winds", + "trait": "Abjuration, Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1078", + "summary": "This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. When wielding this staff in deserts, you gain a +1 circumstance bonus to Survival checks to Subsist, Track, and Cover Tracks.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Desert Winds (Greater)", + "trait": "Abjuration, Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1078", + "summary": "This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. When wielding this staff in deserts, you gain a +1 circumstance bonus to Survival checks to Subsist, Track, and Cover Tracks.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Desert Winds (Major)", + "trait": "Abjuration, Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1078", + "summary": "This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. When wielding this staff in deserts, you gain a +1 circumstance bonus to Survival checks to Subsist, Track, and Cover Tracks.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Desert Winds (True)", + "trait": "Abjuration, Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1078", + "summary": "This crooked staff is made from twisting acacia wood and has a sphere of rough sandstone embedded in the top, to channel the magic of the desert. When wielding this staff in deserts, you gain a +1 circumstance bonus to Survival checks to Subsist, Track, and Cover Tracks.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Dreamlands", + "trait": "Enchantment, Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1440", + "summary": "The carved night hag's hand at the end of this sandalwood staff clutches a rough gem. The staff of the Dreamlands makes it easier to navigate and survive in the Dreamlands and recognize its denizens. When wielding the staff, you gain a +1 circumstance bonus to Survival checks while in the Dreamlands and to checks to Recall Knowledge about creatures with the dream trait.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Dreamlands (Greater)", + "trait": "Enchantment, Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1440", + "summary": "The carved night hag's hand at the end of this sandalwood staff clutches a rough gem. The staff of the Dreamlands makes it easier to navigate and survive in the Dreamlands and recognize its denizens. When wielding the staff, you gain a +1 circumstance bonus to Survival checks while in the Dreamlands and to checks to Recall Knowledge about creatures with the dream trait.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Dreamlands (Major)", + "trait": "Enchantment, Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1440", + "summary": "The carved night hag's hand at the end of this sandalwood staff clutches a rough gem. The staff of the Dreamlands makes it easier to navigate and survive in the Dreamlands and recognize its denizens. When wielding the staff, you gain a +1 circumstance bonus to Survival checks while in the Dreamlands and to checks to Recall Knowledge about creatures with the dream trait.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Magi", + "trait": "Evocation, Magical, Rare, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=362", + "summary": "Sigils and runes of ancient and powerful magic cover the iron cladding on this long wooden staff. A staff of the magi is a +3 major striking staff, and when wielding it you gain a +1 circumstance bonus to saving throws against spells.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Tempest", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3423", + "summary": "A staff of the tempest is usually crafted from the wood of a tree struck by lightning. It's often gnarled and blackened with the occasional spark of electricity flashing from its length. While wielding the staff, your vision is less inhibited by stormy weather. While you hold the staff, you ignore the concealed condition from mist, precipitation, and the like.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Tempest (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3423", + "summary": "A staff of the tempest is usually crafted from the wood of a tree struck by lightning. It's often gnarled and blackened with the occasional spark of electricity flashing from its length. While wielding the staff, your vision is less inhibited by stormy weather. While you hold the staff, you ignore the concealed condition from mist, precipitation, and the like.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Tempest (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3423", + "summary": "A staff of the tempest is usually crafted from the wood of a tree struck by lightning. It's often gnarled and blackened with the occasional spark of electricity flashing from its length. While wielding the staff, your vision is less inhibited by stormy weather. While you hold the staff, you ignore the concealed condition from mist, precipitation, and the like.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Unblinking Eye", + "trait": "Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3048", + "summary": "Cantrip detect magic 1st sure strike 2nd darkvision , see the unseen , translate", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Unblinking Eye (Greater)", + "trait": "Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3048", + "summary": "3rd darkvision, mind reading 4th clairvoyance , detect scrying , telepathy", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of the Unblinking Eye (Major)", + "trait": "Magical, Staff, Uncommon", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3048", + "summary": "5th mind probe , scouting eye 6th telepathy, truesight", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Water", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2262", + "summary": "A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water, you have resistance 2 to fire.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Water (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2262", + "summary": "A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water, you have resistance 2 to fire.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Staff of Water (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2262", + "summary": "A staff of water is most often made of driftwood, sometimes lacquered blue. Carved versions often have a wave pattern. The staff smells of rain or brine. While wielding a staff of water, you have resistance 2 to fire.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Stag's Helm", + "trait": "Divination, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1752", + "summary": "This impressive-looking helmet is crafted to resemble the skull of a mighty stag. Although made from bone, the antlers and helm are as strong as iron. While the Stag Lord himself wears this helmet in the Kingmaker Adventure Path, stag's helms are actually the creation of the church of Erastil, and worshipers of this deity find that the helm is not only particularly comfortable to wear, but that they can activate it once per hour rather than once per day.", + "activation": "free-action] ; Frequency once per day (or once per hour if the wearer worships Erastil); Effect Choose a single creature within 30 feet. The stag's helm focuses your aim and grants supernatural insight into your next shot. Your target is flat-footed to the next ranged Strike you make this turn against them." + }, + { + "name": "Stage Fright Missive", + "trait": "Consumable, Curse, Magical, Mental, Missive", + "item_category": "Consumables", + "item_subcategory": "Missive", + "bulk": "", + "url": "/Equipment.aspx?ID=2066", + "summary": "Composing a stage fright missive usually involves creating a scathing review, insulting letter, or embarrassing image that ridicules the recipient. The activating creature must succeed at a DC 20 Will save or be overcome with embarrassment for 1 hour, taking a –1 status penalty to Deception, Diplomacy, Intimidation, and Performance checks. During this time, if the creature attempts to speak or perform in front of an audience, they become sickened 1. When they recover from this sickened condition, the missive's effects end. You choose when composing the missive whether it remains as a non-magical document or burns to ash after imparting its magic.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Stage Magician's Cloak", + "trait": "Invested, Magical, Unique", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3634", + "summary": "This black velvet cloak has a silvery blue iridescent lining. The cloak can be worn with either side facing out—switching from one side to the other requires two Interact actions. If these actions are both taken on the same turn, the act of removing and redonning the cloak doesn’t cause it to lose its investiture. When worn with the black velvet lining facing out, the stage magician’s cloak grants a +2 item bonus to Occultism checks. When worn with the silvery blue lining facing out, it grants a +2 item bonus to Arcana checks.", + "activation": "Now You Don't [two-actions] (manipulate, teleportation); Frequency once per day; Effect Harmless silver smoke issues from the cloak in a 10-foot emanation. You cast a 2nd-rank invisibility on yourself and are transported, along with all items you’re wearing and holding, from your current space to an unoccupied space within 30 feet that you can see. If this would bring another creature with you—even if you’re carrying it in an extradimensional space—the transportation part of this effect fails." + }, + { + "name": "Stalagmite Seed", + "trait": "Consumable, Earth, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=2597", + "summary": "You can throw a stalagmite seed, use it as a sling stone, or pack it into firearm ammunition. When you use the seed, you aim it at a 5-foot square rather than a specific target. Stalagmites of assorted sizes erupt in the square the seed lands in, dealing 6d6 piercing damage to any creature within that space (DC 23 basic Reflex save). The stalagmites remain for 1 minute, creating difficult terrain in that space, before they crumble into dust.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Stalk Goggles", + "trait": "Invested, Magical, Morph, Rare, Transmutation", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1821", + "summary": "These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer's eyes transform and lengthen into snail-like eyestalks. The wobbly eyestalks stretch out through the lens holes and up over the wearer's head on lengthened optic nerves.", + "activation": "one-action] envision; Frequency once per day; Effect By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can't be flanked." + }, + { + "name": "Stalk Goggles (Greater)", + "trait": "Invested, Magical, Morph, Rare, Transmutation", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1821", + "summary": "These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer's eyes transform and lengthen into snail-like eyestalks. The wobbly eyestalks stretch out through the lens holes and up over the wearer's head on lengthened optic nerves.", + "activation": "one-action] envision; Frequency once per day; Effect By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can't be flanked." + }, + { + "name": "Stalk Goggles (Major)", + "trait": "Invested, Magical, Morph, Rare, Transmutation", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1821", + "summary": "These black leather goggle frames have no lenses. Instead, when a character puts them on and invests them, the wearer's eyes transform and lengthen into snail-like eyestalks. The wobbly eyestalks stretch out through the lens holes and up over the wearer's head on lengthened optic nerves.", + "activation": "one-action] envision; Frequency once per day; Effect By focusing hard, you can watch for enemies in all directions. You gain all-around vision for 1 minute; during this time, you can't be flanked." + }, + { + "name": "Stalker Bane Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3386", + "summary": "This snare explodes in a burst of cloying powder that can cling to a creature stepping into its square. A creature that enters the square of a stalker bane snare must attempt a DC 20 Reflex save." + }, + { + "name": "Stalwart's Ring", + "trait": "Invested, Necromancy, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=480", + "summary": "This fairly simple ring has no gemstone inlaid, but the band is cast to resembled a fanged wolf’s head. Once per day, during your daily preparations, you can meditate on this ring to grant yourself 5 temporary Hit Points. These last until your next daily preparation, as long as you are wearing the ring." + }, + { + "name": "Stalwart’s Banner", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3914", + "summary": "This magical banner mimics the rich green of summer grass. While holding a stalwart’s banner , you can use the following ability.", + "activation": "Stand Firm [one-action] (concentrate); Frequency once per minute; Effect You and allies within your banner’s aura gain 5 temporary Hit Points and a +1 status bonus to your Fortitude DC and Reflex DC against any effect that would move you or knock you prone. These effects last for 1 round." + }, + { + "name": "Stampede Medallion", + "trait": "Eidolon, Evocation, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Eidolon Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1080", + "summary": "When you invest this medallion for your eidolon, it changes shape to appear as a tiny bejeweled facsimile of the eidolon, magically attached just over your eidolon's heart. While your eidolon wears the medallion, they gain a +2 item bonus to Athletics checks to Shove or Trip.", + "activation": "two-actions] envision; Frequency once per day; Effect Your eidolon Concentrates on the medallion and their connection to you, allowing them to momentarily manifest into a stampede of dozens of copies of themself. The stampede rampages out in every direction, swerving around your allies while trampling any foe on the ground in an emanation around your eidolon with a radius equal to your eidolon's Speed. Each of these foes takes 8d6 bludgeoning damage, with a DC 29 basic Reflex save. On a critical failure, the foe is also knocked prone. After dealing damage, the stampede of eidolons vanishes as quickly as it appeared." + }, + { + "name": "Stampede Medallion (Greater)", + "trait": "Eidolon, Evocation, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Eidolon Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1080", + "summary": "When you invest this medallion for your eidolon, it changes shape to appear as a tiny bejeweled facsimile of the eidolon, magically attached just over your eidolon's heart. While your eidolon wears the medallion, they gain a +2 item bonus to Athletics checks to Shove or Trip.", + "activation": "two-actions] envision; Frequency once per day; Effect Your eidolon Concentrates on the medallion and their connection to you, allowing them to momentarily manifest into a stampede of dozens of copies of themself. The stampede rampages out in every direction, swerving around your allies while trampling any foe on the ground in an emanation around your eidolon with a radius equal to your eidolon's Speed. Each of these foes takes 8d6 bludgeoning damage, with a DC 29 basic Reflex save. On a critical failure, the foe is also knocked prone. After dealing damage, the stampede of eidolons vanishes as quickly as it appeared." + }, + { + "name": "Stampede Medallion (Major)", + "trait": "Eidolon, Evocation, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Eidolon Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1080", + "summary": "When you invest this medallion for your eidolon, it changes shape to appear as a tiny bejeweled facsimile of the eidolon, magically attached just over your eidolon's heart. While your eidolon wears the medallion, they gain a +2 item bonus to Athletics checks to Shove or Trip.", + "activation": "two-actions] envision; Frequency once per day; Effect Your eidolon Concentrates on the medallion and their connection to you, allowing them to momentarily manifest into a stampede of dozens of copies of themself. The stampede rampages out in every direction, swerving around your allies while trampling any foe on the ground in an emanation around your eidolon with a radius equal to your eidolon's Speed. Each of these foes takes 8d6 bludgeoning damage, with a DC 29 basic Reflex save. On a critical failure, the foe is also knocked prone. After dealing damage, the stampede of eidolons vanishes as quickly as it appeared." + }, + { + "name": "Stanching", + "trait": "Magical, Necromancy, Uncommon", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1294", + "summary": "These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end persistent bleed damage from 15 to 12 (7 with particularly effective assistance)." + }, + { + "name": "Stanching (Greater)", + "trait": "Magical, Necromancy, Uncommon", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1294", + "summary": "These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end persistent bleed damage from 15 to 12 (7 with particularly effective assistance)." + }, + { + "name": "Stanching (Major)", + "trait": "Magical, Necromancy, Uncommon", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1294", + "summary": "These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end persistent bleed damage from 15 to 12 (7 with particularly effective assistance)." + }, + { + "name": "Stanching (True)", + "trait": "Magical, Necromancy, Uncommon", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1294", + "summary": "These symbols close bloody wounds. Armor with this rune reduces the DC of the flat check to end persistent bleed damage from 15 to 12 (7 with particularly effective assistance)." + }, + { + "name": "Standard of the Primeval Howl", + "trait": "Magical, Mental", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2197", + "summary": "These standards are always constructed from uncut wood and a leather banner painted with the visage of a snarling beast—a wolf, boar, bear, lion, dragon, or similarly imposing creature. And while it might become lost on a battlefield scattered with gaudier standards, its effect bolsters those around a competent leader. When carrying this banner, you gain a +1 item bonus to Intimidation checks and initiative rolls, and creatures in a 20-foot emanation also gain a +1 item bonus to initiative checks.", + "activation": "reaction] (concentrate); Frequency once per hour; Trigger An ally within 20 feet of you critically hits with a Strike; Requirements You have the Battle Cry skill feat; Effect You attempt to Demoralize the foe the Strike hit." + }, + { + "name": "Standard of the Sure-Footed", + "trait": "Air, Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3915", + "summary": "This magical banner gleams a brilliant orange with steel-gray embellishments. While holding a standard of the sure-footed, you can use the following ability.", + "activation": "Help Up [one-action] (air, concentrate); Frequency once per turn; Effect A gust of wind gives an ally a helpful lift. An ally within the banner’s aura can Stand as a free action." + }, + { + "name": "Standard of the True Ally", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3916", + "summary": "This magical banner reminds those who view it of the strong bond they have with their comrades on the battlefield. Whenever you or an ally within the banner’s aura uses an action on your turn to prepare to help with Aid, they can Step or Stride towards an ally as part of that action. They then become immune to this effect for 10 minutes." + }, + { + "name": "Star Chart Tattoo", + "trait": "Divination, Invested, Magical, Rare, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1484", + "summary": "This tattoo consists of numerous asterisks at regular intervals along the fingers of one hand, perfect for measuring stars against the horizon. When used against a clear night sky, the tattoo grants a +2 circumstance bonus to Survival checks to Sense Direction and counts as a compass for the purpose of that action.", + "activation": "one-action] Interact (divination, metamagic); Frequency once per day; Effect The dots of the tattoo turn to points of light and fly above the head of a creature within 30 feet, where they form a three-star constellation that guides your spells further than they could normally travel. The constellation sheds dim light and remains visible even if the creature hides, aiding in locating it. Furthermore, while the constellation lasts, if you Cast a Spell that has a range and that spell would affect only the marked creature, the spell's range is increased by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. Each time you use this benefit, one of the stars above the creature's head winks out; when all three have winked out or after 1 minute has passed, the effect ends." + }, + { + "name": "Star Grenade (Greater)", + "trait": "Alchemical, Bomb, Consumable, Fire, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1604", + "summary": "These unusual gunpowder bombs, typically marked with a symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross whenever they Strike a target. When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). Any effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d8 fire damage and 3 splash damage." + }, + { + "name": "Star Grenade (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Fire, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1604", + "summary": "These unusual gunpowder bombs, typically marked with a symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross whenever they Strike a target. When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). Any effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d8 fire damage and 1 splash damage." + }, + { + "name": "Star Grenade (Major)", + "trait": "Alchemical, Bomb, Consumable, Fire, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1604", + "summary": "These unusual gunpowder bombs, typically marked with a symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross whenever they Strike a target. When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). Any effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d8 fire damage and 4 splash damage." + }, + { + "name": "Star Grenade (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Fire, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1604", + "summary": "These unusual gunpowder bombs, typically marked with a symbol of a four-pointed star on their outer surface, explode outward in the shape of a cross whenever they Strike a target. When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the target and moving straight through the target, not diagonally. Creatures other than the target within these two lines take splash damage (typically 8 squares take splash damage for a Medium creature). Any effect that alters or adjusts the splash area's shape or size, like the alchemist feat Expanded Splash, doesn't apply to star grenades.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d8 fire damage and 2 splash damage." + }, + { + "name": "Star of Cynosure", + "trait": "Abjuration, Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2423", + "summary": "Found throughout Golarion, these star-shaped talismans of whalebone scrimshaw are carved by Erutaki from the Crown of the World. They are popular with adherents to the cult of Desna, who believe the talismans protect their dreams.", + "activation": "free-action] envision; Trigger You attempt a Will save against a mental enchantment spell, but you haven't rolled yet; Requirements You have master proficiency in Will saves." + }, + { + "name": "Starfaring Cloak", + "trait": "Artifact, Divine, Invested, Light, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2366", + "summary": "The swirling folds of a starfaring cloak appear to contain the night sky, with the stars rotating hypnotically through its firmament shedding dim light to a range of 10 feet. While wearing the cloak, you gain a +10-foot item bonus to your Speed and a fly Speed equal to your Speed. You can survive comfortably without breathing, in the void of space, and in severe or extreme cold or heat. Also, you gain sustenance from starlight and sunlight, so if you're outdoors for an hour or more per day, you don't need to eat or drink. While wearing the cloak, you can navigate perfectly and unerringly by looking up at the sky.", + "activation": "three-actions] (concentrate); Frequency once per week; Effect The cloak casts teleport at 10th rank. If you name no destination, it teleports you to a random planet in a random location that's safe for you." + }, + { + "name": "Stargazer's Spyglass", + "trait": "Divination, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2413", + "summary": "This ornate spyglass has a brass tube inscribed with constellations and green-tinted lens. It's often used by field astronomers to pick out greater details among stars and other celestial bodies. Like a typical spyglass, you can see eight times farther while looking through a stargazer's spyglass.", + "activation": "one-action] envision; Frequency once per day; Requirements You are viewing the night sky with the spyglass; Effect You set your eye upon a star and think of someone to cast guiding star." + }, + { + "name": "Staring Skull", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2217", + "summary": "This tattoo usually depicts a humanoid skull with staring eyes in its sockets, but any creature with two eyes and a skull is possible, such as a wolf, phoenix, or psychopomp. When your dying condition increases to a value that would kill you, this tattoo reduces your dying value to 1 fewer than would kill you. If a death effect would kill you—provided the effect is from a creature of 8th level or lower or a spell of 4th rank or lower—this tattoo activates and keeps you alive instead. You can benefit from this ability only once per day. Each time the tattoo prevents you from dying, one of its eyes disappears, the image now featuring either an empty socket or an eyepatch or other covering. After both eyes vanish, the tattoo becomes non-magical and no longer protects you. If you receive a new staring skull tattoo, any other you have loses its staring eyes and becomes non-magical." + }, + { + "name": "Starless Scope", + "trait": "Divination, Divine, Magical, Unique", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=954", + "summary": "Even during the time of Thassilon, when the Order of the Starless Night still existed, starless scopes were uncommon. Today, this final scope might well be the last one to survive the passage of time.", + "activation": "two-actions] Interact (abjuration, divine); Frequency once per hour; Effect You raise the scope to your eye and observe a creature within 30 feet. You can attempt to identify the creature by Recalling Knowledge. The starless scope adds a +2 item bonus to this check. If the creature is associated with the Dominion of the Black or the Elder Mythos, or is a creature whose actions have blasphemed against Desna (Ioseff Xarwin's ghost falls into this latter category), the creature must attempt a DC 27 Will save." + }, + { + "name": "Starshot Arrow (Greater)", + "trait": "Conjuration, Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=772", + "summary": "The metal of these arrows is said to have come from a star that ventured too close to Golarion and was shot down by a moonlit archer. When you activate and shoot a starshot arrow, you take no range penalties against any target that you can personally detect. There must be a line of effect between you and the target.", + "activation": "one-action] Interact" + }, + { + "name": "Starshot Arrow (Lesser)", + "trait": "Conjuration, Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=772", + "summary": "The metal of these arrows is said to have come from a star that ventured too close to Golarion and was shot down by a moonlit archer. When you activate and shoot a starshot arrow, you take no range penalties against any target that you can personally detect. There must be a line of effect between you and the target.", + "activation": "one-action] Interact" + }, + { + "name": "Starsong Nectar", + "trait": "Consumable, Fortune, Magical, Potion, Rare", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2093", + "summary": "A liquid with the appearance of an expressive night sky and a taste that’s sheer pleasure, starsong nectar grants you cheerful confidence and incredible luck for 10 minutes after you drink it. However, if you show too much caution at any point during this time (GM’s discretion), you must succeed at a DC 6 flat check or the potion’s effects end. While the potion lasts, you gain a +3 status bonus to attack rolls, Perception checks, saving throws, and skill checks, and you aren’t off-guard to creatures due to them flanking you or being hidden from or undetected by you. You are temporarily immune to this potion for 24 hours once its effects end.", + "activation": "one-action] (concentrate); Frequency once per round; Effect Until the start of your next turn, roll two d20s for any attack rolls, Perception checks, saving throws, and skill checks you make and take the higher result." + }, + { + "name": "Static Snare", + "trait": "Consumable, Electricity, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1308", + "summary": "You hide insulating crystals or other material that releases a strong static charge when the first creature enters the snare's square. That creature must attempt a DC 18 Reflex saving throw." + }, + { + "name": "Static-Muscular Relay", + "trait": "Consumable, Electricity, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "L", + "url": "/Equipment.aspx?ID=3571", + "summary": "This glass orb has a Stasian coil in the center, allowing visible electricity to be safely seen within the glass. The electricity that dances within this orb can be transferred to the user of this gadget, allowing their muscles to react and respond much quicker. When activated, you gain a +2 circumstance bonus to Reflex saves and AC for 1 minute, or until you are hit by an attack or fail a Reflex saving throw, whichever happens first.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Statue Skin Salve", + "trait": "Consumable, Magical, Oil, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2520", + "summary": "This gritty salve can be applied to the skin of a creature to form a thin layer of smooth stone on its body for 20 minutes. During this time, it gains resistance 3 to piercing and slashing damage. Further, the creature gains a +2 item bonus to Impersonate a statue or creature made of stone for 8 hours, or until its body is fully submersed in water.", + "activation": "three-actions] Interact" + }, + { + "name": "Steadfast Sentinel", + "trait": "Catalyst, Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=2782", + "summary": "This catalyst is a bird's claw soaked in a mixture of blood and grave dirt. A shadow spy spell empowered by it creates an unusually long-lasting homunculus. Instead of the spell expiring when you next make your daily preparation, you can renew it by expending a spell slot for shadow spy again, maintaining the same homunculus so it can continue its observations. Steadfast sentinels are often used by powerful spellcasters of Geb to covertly monitor their rivals.", + "activation": "one-action] envision" + }, + { + "name": "Steadyfoot Tassel", + "trait": "Companion, Invested, Primal, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Companion Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2666", + "summary": "This handsome tassel comes in a variety of colors to match your companion's collar or bridle. While attached, the tassel gives the companion a +1 item bonus to Acrobatics checks to Balance, and to their Reflex DC against Trip attacks." + }, + { + "name": "Steam Cart", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=21", + "summary": "A steam cart looks like a cart with an alchemical cauldron that produces steam to power the cart's movement through a simple engine." + }, + { + "name": "Steam Giant", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=69", + "summary": "Space 20 feet long, 20 feet wide, 25 feet high" + }, + { + "name": "Steam Trolley", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=24", + "summary": "A steam trolley is essentially a much bigger steam cart, with a heavier-duty alchemical cauldron and furnace feeding into a larger steam engine." + }, + { + "name": "Steam Turtle", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=115", + "summary": "This heavily armored aquatic vehicle resembles a gargantuan sea turtle covered with steel plates. The steam turtle is designed for beach landings and assaults on port facilities. Once it disables enemy fortifications, it extends a long boarding gangplank for troops to disembark and deploy." + }, + { + "name": "Steam Winch", + "trait": "Rare, Steam", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=1158", + "summary": "This hefty winch is powered by a small steam engine and includes a 100 ft. length of steel cable, which enables you to haul a heavier load than you could with a hand cranked winch or comealong. A steam winch allows you to slowly pull a heavy load (usually up to 50 Bulk) along a flat surface or up and down a vertical expanse." + }, + { + "name": "Steamflight Pack", + "trait": "Clockwork, Rare, Steam", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=1157", + "summary": "The steamflight pack allows its user to fly without using magic or wings. Each steamflight pack looks like a large brass backpack with two large nozzles mounted on the sides pointing downward. It also features metal arms reaching around the front that terminate in handles with activation buttons on them. When the user holds down an activation button, a complex series of mechanisms pumps water from the large tank in the backpack and releases it through the nozzles as powerful jets of steam, enabling the user to fly short distances. Tilting the handle adjusts the nozzles' angles, allowing the user to control the direction of their flight.", + "activation": "two-actions] Interact; Effect You turn the steamflight pack on or off." + }, + { + "name": "Steelscour (greater)", + "trait": "Acid, Alchemical, Bomb, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2784", + "summary": "A viscous acidic goo fills this glass vial, specially designed to eat through metallic objects. You can throw the steelscour as an alchemical bomb, target a metal creature or metal object held by a creature. Steelscour has no effect on living or undead flesh, and deals half damage to objects constructed of non-metal materials.", + "activation": "one-action] Interact or Strike", + "effect": "You gain a +2 item bonus to attack rolls. It deals 3d8 persisten acid damage that ignores up to 10 hardness from metal." + }, + { + "name": "Steelscour (lesser)", + "trait": "Acid, Alchemical, Bomb, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2784", + "summary": "A viscous acidic goo fills this glass vial, specially designed to eat through metallic objects. You can throw the steelscour as an alchemical bomb, target a metal creature or metal object held by a creature. Steelscour has no effect on living or undead flesh, and deals half damage to objects constructed of non-metal materials.", + "activation": "one-action] Interact or Strike", + "effect": "It deals 1d8 persistent acid damage that ignores up to 5 hardness from metal." + }, + { + "name": "Steelscour (major)", + "trait": "Acid, Alchemical, Bomb, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2784", + "summary": "A viscous acidic goo fills this glass vial, specially designed to eat through metallic objects. You can throw the steelscour as an alchemical bomb, target a metal creature or metal object held by a creature. Steelscour has no effect on living or undead flesh, and deals half damage to objects constructed of non-metal materials.", + "activation": "one-action] Interact or Strike", + "effect": "You gain a +3 item bonus to attack rolls. It deals 4d8 persisten acid damage that ignores up to 15 hardness from metal." + }, + { + "name": "Steelscour (moderate)", + "trait": "Acid, Alchemical, Bomb, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2784", + "summary": "A viscous acidic goo fills this glass vial, specially designed to eat through metallic objects. You can throw the steelscour as an alchemical bomb, target a metal creature or metal object held by a creature. Steelscour has no effect on living or undead flesh, and deals half damage to objects constructed of non-metal materials.", + "activation": "one-action] Interact or Strike", + "effect": "You gain a +1 item bonus to attack rolls. It deals 2d8 persisten acid damage that ignores up to 5 hardness from metal." + }, + { + "name": "Steelstone Assault Engine", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=104", + "summary": "This steam-powered vehicle has eight sets of axles, each with a pair of huge, spiked metal wheels that are independently powered and can independently shift up and down. This enables the engine to maintain a constant speed even over difficult terrain. On top of the vehicle sits a rotating weapon mount outfitted with a steelstone cannon." + }, + { + "name": "Stepping Stone Shot", + "trait": "Consumable, Magical, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1198", + "summary": "A series of small stone discs pressed into a single round make up this ammunition. When you fire an activated stepping stone shot, whether you hit or miss your target, the shot creates a series of supports in a line that creatures can walk on as if solid ground. The line can ascend or descend at a 45-degree angle. The discs support any amount of weight, but don't otherwise pose any sort of obstacle; creatures and attacks can move through them if they wish. They crumble to dust if anything attempts to move or otherwise manipulate them. A creature can use a two-action activity, which has the manipulate trait, to Stride up to its speed on the stones while causing them to crumble behind it. This ammunition does not work in firearms with the scatter trait. The maximum length of the line depends on the type of ammunition. However, the line also can't extend beyond the maximum distance for a Strike from your firearm (usually six times the firearm's range increment).", + "activation": "one-action] envision, Interact" + }, + { + "name": "Stepping Stone Shot (Greater)", + "trait": "Consumable, Magical, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1198", + "summary": "A series of small stone discs pressed into a single round make up this ammunition. When you fire an activated stepping stone shot, whether you hit or miss your target, the shot creates a series of supports in a line that creatures can walk on as if solid ground. The line can ascend or descend at a 45-degree angle. The discs support any amount of weight, but don't otherwise pose any sort of obstacle; creatures and attacks can move through them if they wish. They crumble to dust if anything attempts to move or otherwise manipulate them. A creature can use a two-action activity, which has the manipulate trait, to Stride up to its speed on the stones while causing them to crumble behind it. This ammunition does not work in firearms with the scatter trait. The maximum length of the line depends on the type of ammunition. However, the line also can't extend beyond the maximum distance for a Strike from your firearm (usually six times the firearm's range increment).", + "activation": "one-action] envision, Interact" + }, + { + "name": "Sticky Algae Bomb (Greater)", + "trait": "Alchemical, Bomb, Consumable, Water", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2633", + "summary": "These bombs have been mixed with sticky algae that glow and emit poison. Attacks with this bomb don't take the normal penalties and restrictions for being used in water or underwater. A sticky algae bomb deals the listed poison damage. Many types grant an item bonus to attack rolls. In addition, the target is tagged by the bioluminescent substance and leaves a highly visible trail for the next hour. The DC to Track a creature using this trail is 19, but the trail appears only in water.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d8 poison damage and 3 poison splash damage." + }, + { + "name": "Sticky Algae Bomb (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Water", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2633", + "summary": "These bombs have been mixed with sticky algae that glow and emit poison. Attacks with this bomb don't take the normal penalties and restrictions for being used in water or underwater. A sticky algae bomb deals the listed poison damage. Many types grant an item bonus to attack rolls. In addition, the target is tagged by the bioluminescent substance and leaves a highly visible trail for the next hour. The DC to Track a creature using this trail is 19, but the trail appears only in water.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d8 poison damage and 1 poison splash damage." + }, + { + "name": "Sticky Algae Bomb (Major)", + "trait": "Alchemical, Bomb, Consumable, Water", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2633", + "summary": "These bombs have been mixed with sticky algae that glow and emit poison. Attacks with this bomb don't take the normal penalties and restrictions for being used in water or underwater. A sticky algae bomb deals the listed poison damage. Many types grant an item bonus to attack rolls. In addition, the target is tagged by the bioluminescent substance and leaves a highly visible trail for the next hour. The DC to Track a creature using this trail is 19, but the trail appears only in water.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d8 poison damage and 4 poison splash damage." + }, + { + "name": "Sticky Algae Bomb (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Water", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=2633", + "summary": "These bombs have been mixed with sticky algae that glow and emit poison. Attacks with this bomb don't take the normal penalties and restrictions for being used in water or underwater. A sticky algae bomb deals the listed poison damage. Many types grant an item bonus to attack rolls. In addition, the target is tagged by the bioluminescent substance and leaves a highly visible trail for the next hour. The DC to Track a creature using this trail is 19, but the trail appears only in water.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d8 poison damage and 2 poison splash damage." + }, + { + "name": "Stole of Civility", + "trait": "Enchantment, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=592", + "summary": "Woven from swaths of rich brocade silk and embroidered with ancient Azlanti script in golden thread, this stole imparts a noble appearance to even the homeliest of individuals when draped over the shoulders. While wearing a stole of civility, you receive a +2 item bonus to Diplomacy checks to Make an Impression with humans or Make a Request of humans, and a +2 item bonus to Intimidation checks against humans. The stole also grants you full understanding of the Azlanti language.", + "activation": "one-action] envision; Frequency once per day; Requirements you are a human; Effect You gain 10 temporary Hit Points, which last for 10 minutes." + }, + { + "name": "Stone Body Mutagen (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1967", + "summary": "You gain resistance 10 to physical damage (except bludgeoning) and the duration is 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Stone Body Mutagen (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1967", + "summary": "You gain resistance 5 to physical damage (except bludgeoning) and the duration is 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Stone Body Mutagen (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1967", + "summary": "You gain resistance 5 to physical damage (except bludgeoning) and the duration is 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Stone Bullet", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2928", + "summary": "This sling bullet looks like a petrified serpent's eye. A creature hit by an activated stone bullet is subject to the effects of a 6th-rank petrify spell (DC 34).", + "activation": "one-action] (manipulate)" + }, + { + "name": "Stone Circle", + "trait": "Conjuration, Magical, Structure, Uncommon", + "item_category": "Structures", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1295", + "summary": "A stone circle appears to be a thumb-sized rectangular gray stone until activated.", + "activation": "minute) envision, Interact; Frequency once per week; Effect When the circle is stood on the ground and activated, the stone grows into a massive stone pillar 13 feet high, 7 feet across, and weighing 25 tons. Identical pillars rise up from the ground marking a circle 100 feet across, with capstones connecting the pillars. There must be enough space to deploy the circle or it won't activate. During the activation, you align the stone circle to face a single astronomical feature, such as the sun, the moon, or a constellation. You can revert the stone circle back to its original state by using an Interact action to push over the original stone pillar. Once you do, the rest of the stone circle collapses in a dramatic fashion, the stones falling, cracking, and disintegrating into dust. If you don't begin a ritual inside of the stone circle within 1 day of its activation, it reverts back to its original state." + }, + { + "name": "Stone Circle (Greater)", + "trait": "Conjuration, Magical, Structure, Uncommon", + "item_category": "Structures", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1295", + "summary": "The circle can be activated once per day. It provides its benefit when casting a ritual of any level, and it improves the secondary check with the worst degree of success by one degree of success, even if that secondary check succeeded.", + "activation": "minute) envision, Interact; Frequency once per week; Effect When the circle is stood on the ground and activated, the stone grows into a massive stone pillar 13 feet high, 7 feet across, and weighing 25 tons. Identical pillars rise up from the ground marking a circle 100 feet across, with capstones connecting the pillars. There must be enough space to deploy the circle or it won't activate. During the activation, you align the stone circle to face a single astronomical feature, such as the sun, the moon, or a constellation. You can revert the stone circle back to its original state by using an Interact action to push over the original stone pillar. Once you do, the rest of the stone circle collapses in a dramatic fashion, the stones falling, cracking, and disintegrating into dust. If you don't begin a ritual inside of the stone circle within 1 day of its activation, it reverts back to its original state." + }, + { + "name": "Stone Fist Elixir", + "trait": "Alchemical, Consumable, Elixir, Morph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3312", + "summary": "Your fists become hard as stone. For 1 hour, your fists deal 1d6 bludgeoning damage and lose the nonlethal trait.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Stone Object (Low-Grade)", + "trait": "", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2359", + "summary": "Stone was one of the earliest materials used to create tools, and crafters can still fashion it into a variety of implements, weapons, and even armor. Simple stone objects are made from common materials such as flint or basalt, while exquisite stone objects might be made from crystal, obsidian, or semi-precious gems. Particularly notable stone armors or weapons might even be crafted entirely from a giant emerald, ruby, or sapphire, though they can still use the base statistics presented below. Stone can replace the striking surface of any melee weapon as long as it has no complex moving parts, and ammunition can be crafted with it. Stone can replace metal components in chain and composite armor; only plate armor that specifically describes itself as being made from stone can be crafted from this material" + }, + { + "name": "Stone of Encouragement", + "trait": "Divination, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2467", + "summary": "This smooth, round, gray stone fits neatly into the palm of your hand and feels comfortable to hold regardless of the size or shape of your hand. While you're holding the stone, it telepathically speaks to you at regular intervals in generic words of encouragement, such as “You can do it!” and “Let's go!” The encouraging words manifest in the voice of your internal monologue or take on the characteristics of the voice of someone you trust. Despite the similarity, you're aware that the stone is telepathically projecting its voice and can differentiate between the stone's voice and your internal monologue or the voice of the person you trust.", + "activation": "one-action] command; Frequency once per day; Effect You ask the stone for help with a task. It speaks a few motivating words related to the task at hand, which grants you a +1 item bonus to the first skill check you attempt within 1 minute. You become temporarily immune to the effects of all stones of encouragement, even ones other than the one you activated, for 1 day. You can still hear the encouraging words of different stones if you hold them, but they don't provide any benefits." + }, + { + "name": "Stone of Encouragement (Greater)", + "trait": "Divination, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2467", + "summary": "This smooth, round, gray stone fits neatly into the palm of your hand and feels comfortable to hold regardless of the size or shape of your hand. While you're holding the stone, it telepathically speaks to you at regular intervals in generic words of encouragement, such as “You can do it!” and “Let's go!” The encouraging words manifest in the voice of your internal monologue or take on the characteristics of the voice of someone you trust. Despite the similarity, you're aware that the stone is telepathically projecting its voice and can differentiate between the stone's voice and your internal monologue or the voice of the person you trust.", + "activation": "one-action] command; Frequency once per day; Effect You ask the stone for help with a task. It speaks a few motivating words related to the task at hand, which grants you a +1 item bonus to the first skill check you attempt within 1 minute. You become temporarily immune to the effects of all stones of encouragement, even ones other than the one you activated, for 1 day. You can still hear the encouraging words of different stones if you hold them, but they don't provide any benefits." + }, + { + "name": "Stone of Unrivaled Skill", + "trait": "Contract, Invested, Magical, Rare", + "item_category": "Contracts", + "item_subcategory": "Bargained Contracts", + "bulk": "", + "url": "/Equipment.aspx?ID=1654", + "summary": "You traded your senses to a hag for unrivaled expertise stolen from various souls who were once the greatest in their field. Your bargained contract is sealed by sleeping with a pitch-black stone under your pillow every night. Choose one skill when you seal this bargained contract. You become an expert in that skill; if you were already an expert, you become a master, and if you were already a master, you become legendary. Once per day, from any distance, the hag that holds your contract can take over your senses for 10 minutes, during which time the hag hears, sees, smells, tastes, and feels everything you would typically experience. During this time, you are dazzled by your own disjointed senses.", + "activation": "two-actions] command; Frequency once per day; Effect You place the stone sealing your bargained contract in your mouth. For the next 10 minutes, you gain a +3 status bonus to skill checks using the skill you chose for your contract." + }, + { + "name": "Stone of Weight", + "trait": "Conjuration, Cursed, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=608", + "summary": "Also known as a loadstone, this small stone appears nonmagical and has a lovely sheen, giving the impression that it could be a valuable or a notable item or a magic stone of some kind. When you’ve carried the stone on your person for 1 minute, its curse activates: the stone’s size does not change, but it suddenly increases in weight to 5 Bulk. This additional weight does not cause the stone to deal more damage if thrown or used as a weapon. It reappears in your possessions within 1 minute if you discard it, and can’t be destroyed or thrown away permanently, or even placed in a container that would reduce or negate its Bulk (like a bag of holding), until it is subject to a remove curse spell or similar magic effect. Once the curse has activated for the first time, the stone fuses to you." + }, + { + "name": "Stonethroat Ammunition", + "trait": "Consumable, Magical, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1246", + "summary": "Each piece of stonethroat ammunition is tipped with an unusual yellow stone. When an activated piece of stonethroat ammunition hits a target, the …", + "activation": "one-action] Interact" + }, + { + "name": "Storage", + "trait": "Adjustment", + "item_category": "Adjustments", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1825", + "summary": "The storage adjustment fits the armor or clothing with belts, buckles, pouches, and loops for holding and storing tools. Countless fasteners make the armor as jangly as chain mail. While wearing armor with this adjustment, you can wear up to 3 Bulk of tools instead of the usual 2. However, the armor acquires the noisy trait. If it already has the noisy trait, increase its penalty to Stealth checks by 1." + }, + { + "name": "Storied Skin", + "trait": "Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3658", + "summary": "Your skin becomes a canvas that records history as you learn it. When you receive the tattoo, choose a Lore skill. You can add the visual trait to the Recall Knowledge action in order to study your tattoos, granting you a +1 item bonus to your check using the chosen Lore skill. A storied skin tattoo starts with an icon that represents a central event in your subject of study and is usually placed on the forehead or over the heart. Each time you learn about a major event in the history of that subject, an image, design, or symbol appears on your skin to represent the event.", + "activation": "Living History [one-action] (concentrate); Frequency once per minute; Effect The tattoo’s design animates for 1 round, crudely portraying some scene associated with the chosen Lore skill." + }, + { + "name": "Storm Arrow", + "trait": "Air, Consumable, Electricity, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3395", + "summary": "The head of this arrow is made from gleaming copper. When an activated storm arrow hits a target, it's buffeted by raging winds and struck by a bolt of lightning that deals 3d12 electricity damage, and the target must attempt a DC 25 Reflex saving throw. If this arrow is shot from a weapon with a shock property rune, the save DC increases to 27, though the attack doesn't benefit from the shock property rune itself.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Storm Breath", + "trait": "Air, Bottled Breath, Consumable, Electricity, Magical", + "item_category": "Consumables", + "item_subcategory": "Bottled Breath", + "bulk": "L", + "url": "/Equipment.aspx?ID=2586", + "summary": "Storm breaths are bottles of temperamental lightning captured during storms on the Plane of Air, releasing small charges of static energy any time they're touched. The first storm breaths were created by Ranginori's faithful following the Elemental Lord's return from a long imprisonment, but the recipe has since been duplicated across the multiverse. After inhaling storm breath, you gain resistance 5 to both electricity and sonic. You can exhale the storm breath as a bolt of lightning, dealing 4d12 electricity damage to all creatures in a 30-foot line, with a DC 25 basic Reflex save." + }, + { + "name": "Storm Chair", + "trait": "Electricity, Magical, Rare", + "item_category": "Assistive Items", + "item_subcategory": "Mobility Devices", + "bulk": "3", + "url": "/Equipment.aspx?ID=1164", + "summary": "This traveler's chair uses magic and Stasian technology, storing up power in its Stasian coils to arc lightning through your foes and grant brief spurts of flight.", + "activation": "two-actions] Interact (electricity, evocation, magical);; Frequency once per hour; Effect You create a ball of electricity around the chair, surrounding it in a damaging aura of electricity and using electromagnetism to briefly levitate. For 1 minute, you gain a fly Speed equal to your Speed and adjacent creatures that hit you with a melee attack, as well as creatures that touch or hit you with an unarmed attack, take 2d6 electricity damage each time. As normal, this applies to creatures who choose to touch you, not when you touch or attack another creature." + }, + { + "name": "Stormbreaker Fulu", + "trait": "Abjuration, Consumable, Fulu, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=984", + "summary": "This unassuming paper tag is inscribed with magical symbols. When you activate the fulu, it vanishes in a wisp of cloud, and you gain resistance 15 to cold, electricity, and sonic damage until the end of your next turn. For that duration, you ignore difficult terrain from wind and weather, and you can't be forcibly moved or teleported unless the effect counteracts the fulu (DC 40). These protections apply against the triggering effect.", + "activation": "free-action] command; Trigger You would be forced to move, you would be teleported, or you would take cold, electricity, or sonic damage." + }, + { + "name": "Stormfeather", + "trait": "Consumable, Magical, Talisman, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1034", + "summary": "Even while affixed, this electric blue feather sways lightly in the air, as if always accompanied by a breeze. When activated, the talisman casts fly on you, though the duration is 1 minute. You can Dismiss this activation. If you do, you're affected by feather fall.", + "activation": "one-action] Interact; Requirements You're an expert in Acrobatics." + }, + { + "name": "Stormshard", + "trait": "Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3742", + "summary": "These shards of coalesced necromantic essence are sometimes found in the wake of an ancestor storm. Howling spirits are faintly visible, trapped inside the jagged, dark-green glass.", + "activation": "Free the Spirits [two-actions] (concentrate, manipulate); Frequency once per day; Effect You briefly release the spirits from the stormshard before drawing them back into the glass. Each creature in a 10-foot emanation takes 4d8 void damage (DC 20 basic Fortitude save). You treat the result of your saving throw as one degree of success better than its outcome." + }, + { + "name": "Storyteller's Opus", + "trait": "Grimoire, Illusion, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=995", + "summary": "This green spellbook with gold trim contains a cautionary story about a boy who was eaten by a wolf after he previously lied about wolf attacks. When opened, the engravings on the front seem to move in a loop, enacting this story.", + "activation": "reaction] envision; Frequency once per day; Trigger A creature succeeds, but doesn't critically succeed, at a Perception check to disbelieve an illusion spell you prepared from this grimoire; Effect You quickly tell a fib to try to smooth over the inconsistencies in your illusion. Attempt a Deception check against the triggering creature's Perception DC. If you succeed, the creature doesn't disbelieve the illusion." + }, + { + "name": "Strider", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=70", + "summary": "Space 10 feet long, 10 feet wide, 25 feet high" + }, + { + "name": "Striking", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Fundamental Weapon Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2829", + "summary": "A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 striking dagger would deal 2d4 damage instead of 1d4 damage." + }, + { + "name": "Striking (Greater)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Fundamental Weapon Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2829", + "summary": "A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 striking dagger would deal 2d4 damage instead of 1d4 damage." + }, + { + "name": "Striking (Major)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Fundamental Weapon Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2829", + "summary": "A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one. For instance, a +1 striking dagger would deal 2d4 damage instead of 1d4 damage." + }, + { + "name": "Striking Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3387", + "summary": "You affix a trip line or other trigger to a group of either stones or wooden stakes to strike a creature that enters the snare's square. The creature must attempt a DC 26 basic Reflex saving throw. If you choose stones when you Craft the snare, it deals 9d8 bludgeoning damage; if you choose spikes, it deals 9d8 piercing damage." + }, + { + "name": "Stumbling Fulu", + "trait": "Consumable, Fulu, Magical", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2043", + "summary": "The kitsune who first created a stumbling fulu advised the user to tuck the fulu under the target's belt for maximum effect. When the creature to …" + }, + { + "name": "Stunning Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3388", + "summary": "You rig a snare to disorient a creature with a quick bash, leaving it with little ability to defend itself. The trap deals 10d6 bludgeoning damage to the first creature to enter its square; that creature must attempt a DC 32 Reflex save." + }, + { + "name": "Stupor Poison", + "trait": "Alchemical, Consumable, Incapacitation, Injury, Poison, Sleep, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2016", + "summary": "Stupor poison is a more potent distillation of lethargy poison. Further exposure to stupor poison doesn’t require the target to attempt additional saving throws; only failing a saving throw against an ongoing exposure can progress its stage.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Sturdy Neck Stock", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3981", + "summary": "This thick piece of leather decorated with purple threads makes an attractive necktie but also serves a functional purpose: protecting the neck from hits that you don’t see coming. You gain a +1 circumstance bonus to AC against attacks while off-guard from flanking.", + "activation": "Stretch out Stock [one-action] (concentrate); Frequency once per day; Effect The sturdy neck stock expands to cover not only your neck but also your shoulders and the back of your head. For 1 minute, you aren’t off-guard to hidden, undetected, or flanking creatures, or creatures using surprise attack of your level or lower." + }, + { + "name": "Sturdy Satchel", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=850", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction." + }, + { + "name": "Submersible Helm", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2337", + "summary": "A submersible helmet is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, hear, and speak clearly underwater. You also have a +1 item bonus to Athletics checks to Swim.", + "activation": "three-actions] (concentrate, manipulate); Frequency once per day; Effect You can breathe underwater for 8 hours. During this time, you have a swim Speed equal to your land Speed." + }, + { + "name": "Submersible Helm (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2337", + "summary": "A submersible helmet is a streamlined sallet with a visor and a flanged rear. While wearing the helmet with the visor down, you can see, hear, and speak clearly underwater. You also have a +1 item bonus to Athletics checks to Swim.", + "activation": "three-actions] (concentrate, manipulate); Frequency once per day; Effect You can breathe underwater for 8 hours. During this time, you have a swim Speed equal to your land Speed." + }, + { + "name": "Subtle Armor", + "trait": "Adjustment, Uncommon", + "item_category": "Adjustments", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2453", + "summary": "Using fabrics and fashion accessories, you disguise your armor to look like everyday clothing. After applying this adjustment, you can attempt a Stealth check to Conceal an Object to hide the nature of your armor. You gain a +1 item bonus to this check. The added weight and care make it more difficult to move around in the armor, increasing the armor's check penalty by 1, its Strength entry value by 2, and its Bulk by 1." + }, + { + "name": "Succubus Kiss", + "trait": "Alchemical, Consumable, Drug, Ingested, Poison, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1496", + "summary": "This rare and highly addictive drug is rumored to be created by wizards working alongside succubi. Taken in the form of lozenges, this drug can heighten the body's pleasure and pain stimuli as well as increase alertness, energy, and euphoria. Serious side effects that can occur include heart attack, stroke, and sudden vision and hearing loss, but these risks do little to deter users.", + "activation": "one-action] Interact" + }, + { + "name": "Sulfur Bomb (Greater)", + "trait": "Acid, Alchemical, Bomb, Consumable, Olfactory, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1257", + "summary": "A thick, sulfurous, irritating gas fills this golden-yellow flask. A sulfur bomb deals the listed damage. On a hit, the target takes a –1 status penalty to Perception checks and attack rolls until the end of its next turn, or becomes sickened 1 on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d4 acid damage and 3 acid splash damage." + }, + { + "name": "Sulfur Bomb (Lesser)", + "trait": "Acid, Alchemical, Bomb, Consumable, Olfactory, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1257", + "summary": "A thick, sulfurous, irritating gas fills this golden-yellow flask. A sulfur bomb deals the listed damage. On a hit, the target takes a –1 status penalty to Perception checks and attack rolls until the end of its next turn, or becomes sickened 1 on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d4 acid damage and 1 acid splash damage." + }, + { + "name": "Sulfur Bomb (Major)", + "trait": "Acid, Alchemical, Bomb, Consumable, Olfactory, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1257", + "summary": "A thick, sulfurous, irritating gas fills this golden-yellow flask. A sulfur bomb deals the listed damage. On a hit, the target takes a –1 status penalty to Perception checks and attack rolls until the end of its next turn, or becomes sickened 1 on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d4 acid damage and 4 acid splash damage." + }, + { + "name": "Sulfur Bomb (Moderate)", + "trait": "Acid, Alchemical, Bomb, Consumable, Olfactory, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1257", + "summary": "A thick, sulfurous, irritating gas fills this golden-yellow flask. A sulfur bomb deals the listed damage. On a hit, the target takes a –1 status penalty to Perception checks and attack rolls until the end of its next turn, or becomes sickened 1 on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d4 acid damage and 2 acid splash damage." + }, + { + "name": "Summoning Handscroll", + "trait": "Conjuration, Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=996", + "summary": "Classic summoning circles are engraved into the batons of this massive papyrus scroll. ", + "activation": "free-action] envision (metamagic); Frequency once per day; Effect If your next action is to cast a conjuration spell prepared from this spellbook that summons one or more creatures, you infuse one of the summoned creatures with the spell's energies, causing it to arrive with 10 temporary Hit Points that last for up to 1 minute." + }, + { + "name": "Sun Dazzler", + "trait": "Alchemical, Light, Visual", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "L", + "url": "/Equipment.aspx?ID=1984", + "summary": "This metallic tube has a complex array of lenses and prisms at one end and a hatch at the other. The hatch can be unlocked, loaded with a glow rod, and refastened using 3 Interact actions.", + "activation": "one-action] (manipulate); Requirements A glow rod is installed in the dazzler; Effect The glow rod burns to dust in a single focused flash, creating a 30-foot cone of scintillating light. Each creature in the cone must attempt a DC 24 Fortitude save, with the following effects." + }, + { + "name": "Sun Goggles", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3584", + "summary": "These goggles are usually fitted with a polished piece of yellow-toned crystal, allowing the wearer some protection against the brightness of the sun. Near the Crown of the World, a version of these goggles exists where the crystal is replaced by thin slits, mitigating the effects of the sun's reflection on snow. When wearing these goggles, you gain a +1 item bonus to saving throws against effects that could inflict the dazzled condition." + }, + { + "name": "Sun Herald's Stylus", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3473", + "summary": "This writing instrument was made from the spur of one of the giant divine roosters that heralds the presence of Shizuru. While you hold it, you gain a +2 item bonus to Calligraphy Lore and Medicine checks.", + "activation": "Rejuvenating Ink [two-actions] (manipulate); Frequency once per day; Effect Drawing a circle on the ground with your stylus, you cast field of life centered on yourself." + }, + { + "name": "Sun Orchid Elixir", + "trait": "Alchemical, Consumable, Elixir, Necromancy, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=497", + "summary": "When you drink this elixir, you physically become as you were in whatever phase of your youth you desire. Your new body begins in peak health, regardless of what your actual condition was at that age. Any physical or mental imperfections— including scars, lost limbs, and curses, diseases, poisons of 20th level or lower— are removed, and you regain your full Hit Points. You immediately begin to age normally again, with your natural lifespan extended as if you had never aged past your new apparent age. You retain all your memories.", + "activation": "one-action] Interact" + }, + { + "name": "Sun Orchid Poultice", + "trait": "Alchemical, Consumable, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=763", + "summary": "The process of creating the sun orchid elixir leaves behind a large amount of thick paste with its own healing properties. Artokus commonly sells this paste to Thuvian natives who can't purchase the elixir proper and uses the income to support his alchemy students. When you apply the sun orchid poultice, it reduces your clumsy, drained, and enfeebled condition values by 2. In addition, the poultice provides a youthful burst of energy, granting you a +3 item bonus to saves and 20 temporary Hit Points for 1 hour.", + "activation": "one-action] Interact" + }, + { + "name": "Sun Sight", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2218", + "summary": "Placed under the eyes like rays of light, this tattoo burns away illusions with the unmerciful brilliance of the sun. You gain a +2 bonus to Perception checks that involve sight. If you're dazzled, you receive a new save at the start of each of your turns to end your dazzled condition.", + "activation": "one-action] to [three-actions] (concentrate); Frequency once per day; Effect The tattoo casts a 4th-rank blazing bolt, with the rays emitting from your eyes. The number of actions you spend Activating the tattoo determines blazing bolt’s number of rays. The tattoo also attempts to dispel each illusion on a creature hit by a ray (counteract rank 5th, counteract modifier +19)." + }, + { + "name": "Sun Wheel", + "trait": "Abjuration, Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=905", + "summary": "Created by the priests of a Qadiran sect of Sarenites, the sun wheels were designed to protect the Dawnflower's followers in their quest to hunt down a dangerous cult trying to raise a spawn of the evil god Rovagug. Once they completed their crusade, these priests disbanded and went on to minister other congregations. They each took their sun wheels with them, handing them down to the next generations.", + "activation": "one-action] concentrate; Effect The sun wheel casts a shield spell benefiting you. When you use the spell to prevent damage, you prevent 10 damage instead of 5. If the attacker is adjacent to you, you can choose to deal 2d6 fire damage to it, which it gets a DC 21 basic Reflex save to resist." + }, + { + "name": "Sunflower Censer", + "trait": "Illusion, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1800", + "summary": "This gold-and-ivory incense burner always emits a pleasant, floral-scented smoke without any need to be refilled. It has a chain that can be easily affixed to a belt or bag, allowing it to be worn without a free hand. As long as the censer is burning, the bearer benefits from the undetectable alignment spell. They also don't appear undead to divination spells or abilities, or to senses such as lifesense, unless those abilities successfully counteract the censer. The censer can be lit or extinguished with an Interact action.", + "activation": "two-actions] Interact; Frequency once per hour; Effect Smoke bellows from the censer with the effects of an obscuring mist centered on you." + }, + { + "name": "Sunken Pistol", + "trait": "Arcane, Enchantment, Intelligent, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1180", + "summary": "A sunken pistol is imbued with the unfulfilled desires and insatiable greed of its previous wielder, a notorious pirate drowned at sea. Once a …", + "activation": "three-actions] command; Frequency once per day; Effect The sunken pistol casts water breathing on you as a 3rd-level arcane spell. The sunken pistol can Dismiss this spell, so be sure to keep the gun happy if you're relying on its good graces to breathe!" + }, + { + "name": "Superior Catch Pole", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3245", + "summary": "This sturdy pole has a rope attached to one end in a loop with the other end extending to the handle. You can pull the handle side of the rope to tighten the loop. Using this loop, you can Grapple without having a free hand. A creature grappled this way receives a –2 circumstance penalty to attack rolls when Striking with an unarmed attack. Due to limitations in the size of the loop, a catch pole can only be used on creatures sized Medium or smaller." + }, + { + "name": "Support", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "Joint Supports and Splints", + "bulk": "", + "url": "/Equipment.aspx?ID=1351", + "summary": "Supports, also commonly known as braces, can be applied to any of the following major joints: wrist, elbow, knee, and ankle. They typically strap around the desired area and provide not only support but warmth that soothes aches and pains. You can still use your limb or joint even if you're not wearing your support, but you might feel aches and pains that are worse than usual and may manifest into physical symptoms." + }, + { + "name": "Sure-Step Crampons", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=2312", + "summary": "Sure-step crampons are sturdy leather boots with warm fur lining and magically augmented steel crampons that offer the wearer better purchase on ice. They allow you to walk across ice without difficulty, ignoring the uneven ground and difficult terrain caused by ice, and reducing greater difficult terrain caused by ice to difficult terrain.", + "activation": "one-action] (manipulate); Requirements You're standing on an earthen, icy, or wooden surface; Effect You dig the crampons into the spot where you're standing, offering additional support until the next time you move. You gain a +2 circumstance bonus to your Fortitude and Reflex DCs against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you prone. The bonus lasts until you move from your current spot." + }, + { + "name": "Sure-Step Potion", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2094", + "summary": "The light-brown liquid of a sure-step potion helps you find your footing. After drinking it, you gain a +1 item bonus to Acrobatics checks to Balance for 1 hour. In addition, you can Step into difficult terrain, and you aren’t off-guard on uneven ground.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Surging Serum (Greater)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3313", + "summary": "Involuntary jolts and surges of energy move through the drinker's body as it restores normal muscle control. When you drink this elixir, it attempts to counteract each effect that's inflicting the clumsy or enfeebled condition on you, using the listed counteract rank and modifier.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Surging Serum (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3313", + "summary": "Involuntary jolts and surges of energy move through the drinker's body as it restores normal muscle control. When you drink this elixir, it attempts to counteract each effect that's inflicting the clumsy or enfeebled condition on you, using the listed counteract rank and modifier.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Surging Serum (Major)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3313", + "summary": "Involuntary jolts and surges of energy move through the drinker's body as it restores normal muscle control. When you drink this elixir, it attempts to counteract each effect that's inflicting the clumsy or enfeebled condition on you, using the listed counteract rank and modifier.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Surging Serum (Minor)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3313", + "summary": "Involuntary jolts and surges of energy move through the drinker's body as it restores normal muscle control. When you drink this elixir, it attempts to counteract each effect that's inflicting the clumsy or enfeebled condition on you, using the listed counteract rank and modifier.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Surging Serum (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3313", + "summary": "Involuntary jolts and surges of energy move through the drinker's body as it restores normal muscle control. When you drink this elixir, it attempts to counteract each effect that's inflicting the clumsy or enfeebled condition on you, using the listed counteract rank and modifier.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Surprise Doll", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3583", + "summary": "This doll contains a hidden compartment or pouch capable of holding a single object of up to light Bulk—typically a bell, rattle, or dried flowers." + }, + { + "name": "Surprise Doll (Exquisite)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3583", + "summary": "This doll contains a hidden compartment or pouch capable of holding a single object of up to light Bulk—typically a bell, rattle, or dried flowers." + }, + { + "name": "Survey Map", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2764", + "summary": "Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to Survival checks and any skill checks to Recall Knowledge, provided the checks are related to the location detailed on the map. Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use. The GM determines what maps are available in any location." + }, + { + "name": "Survey Map (Atlas)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2764", + "summary": "Maps are uncommon. Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to Survival checks and any skill checks to Recall Knowledge, provided the checks are related to the location detailed on the map. Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use. The GM determines what maps are available in any location." + }, + { + "name": "Swagger Stick", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3948", + "summary": "This stick is a decorative wooden baton with a metal cap on one end and a stylized handle in the shape of a horse or other martial beast on the other. Mundane swagger sticks are carried by officers in armies all across Golarion. This one is made of particularly fine wood, with an aged silver cap and handle, and small garnets for the creature’s eyes.", + "activation": "Swagger [one-action] (manipulate, visual); Frequency once per day; Effect You dramatically swing, twirl, or otherwise brandish the swagger stick to direct your troops. All allied creatures within 30 feet who can see your display gain +1 status bonus to attack rolls, Fortitude saves, and Will saves against mental effects for 1 round." + }, + { + "name": "Swallow-Spike", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1838", + "summary": "PFS Note Attacks made by armor with the swallow-spike rune apply the Multiple Attack Penalty as if you had made them with another weapon.", + "activation": "one-action] (attack, concentrate); Requirements You're being held immobilized as described in the rune's other activation; Effect Your armor attacks the creature immobilizing you. The armor makes a melee attack against the creature, as described in the rune's other activation." + }, + { + "name": "Swallow-Spike (Greater)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1838", + "summary": "The attack modifier increases to +22, the damage increases to 3d6, and the extra damage to an engulfing or swallowing creature increases to 2d6.", + "activation": "one-action] (attack, concentrate); Requirements You're being held immobilized as described in the rune's other activation; Effect Your armor attacks the creature immobilizing you. The armor makes a melee attack against the creature, as described in the rune's other activation." + }, + { + "name": "Swallow-Spike (Major)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1838", + "summary": "The attack modifier increases to +28, the damage increases to 5d6, and the extra damage to an engulfing or swallowing creature increases to 3d6.", + "activation": "one-action] (attack, concentrate); Requirements You're being held immobilized as described in the rune's other activation; Effect Your armor attacks the creature immobilizing you. The armor makes a melee attack against the creature, as described in the rune's other activation." + }, + { + "name": "Swamp Lily Quilt", + "trait": "Alchemical, Consumable, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "2", + "url": "/Equipment.aspx?ID=786", + "summary": "This quilt is defined by its green lily-pad pattern, which is rare in Bellflower communications. The quilt is 10 feet square and infused with a reagent that activates when the quilt is laid out across soil or earth. One round after you lay out the quilt, the ground beneath it becomes soft and muddy, creating difficult terrain in the area where the quilt was. You can leave the quilt to maintain the difficult terrain indefinitely, but the affected ground begins to dry once you remove the quilt with an Interact action. The ground dries over the span of 1 hour, after which the ground returns to normal terrain. Placing the quilt on the ground uses up its infused reagents, and it becomes an ordinary quilt once removed from the ground.", + "activation": "two-actions] Interact" + }, + { + "name": "Swarmeater's Clasp", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2347", + "summary": "A swarmeater's clasp features carved reliefs of verminous, swarming creatures. When you wear the clasp, you gain resistance 10 to physical damage from swarm creatures.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per day; Requirements a swarm creature is within your reach; Effect You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover 3d10+8 Hit Points and deal the same amount of bludgeoning damage to the swarm. Hit Point recovery is a healing vitality effect." + }, + { + "name": "Swarmform Collar", + "trait": "Companion, Invested, Primal, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Companion Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=1326", + "summary": "This sturdy leather collar is imprinted with tessellated animal shapes. When invested, the animal shapes change to match that of your companion. ", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You touch the collar and your companion splits into a swarm of hundreds of identical Tiny versions of itself for 1 minute. Its space becomes Large, it gains the weaknesses and resistances of a spider swarm, and the swarm trait, though it doesn't gain swarm mind, as it's controlled by a single mind. Its unarmed attacks are replaced with a single-action swarming attack that deals 1d8 damage of the type normally inflicted by the companion's unarmed attacks to any foe in its space, with a DC 23 basic Reflex save. While in swarm form, your companion can take the Support action but can't perform its advanced maneuver. Its other statistics don't change. If the companion is reduced to 0 Hit Points while in swarm form, the companion immediately recombines into its original form in an available space, in addition to the usual effects of being reduced to 0 Hit Points." + }, + { + "name": "Swarming", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1871", + "summary": "Able to copy itself many times over when thrown until the air is filled with deadly blades, a swarming weapon turns a single weapon into a shower of devastation.", + "activation": "two-actions] (concentrate); Frequency once per hour; Effect You fling your weapon and it multiplies as it flies through the air, filling a 30-foot cone. All creatures within the area take damage equal to double the weapon's number of damage dice, with a DC 27 basic Reflex save." + }, + { + "name": "Swarmsuit", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1401", + "summary": "These thick, overlapping layers of clothing are coupled with a matching hat, outfitted with mesh netting around its wide brim to keep you safe from insects. You gain resistance 3 to physical damage from swarms. Explorer's clothing altered in this way has a Dexterity cap of +2, check penalty of –1, and Speed penalty of –5 feet regardless of your Strength." + }, + { + "name": "Swarmsuit (Impenetrable)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1401", + "summary": "These thick, overlapping layers of clothing are coupled with a matching hat, outfitted with mesh netting around its wide brim to keep you safe from insects. You gain resistance 3 to physical damage from swarms. Explorer's clothing altered in this way has a Dexterity cap of +2, check penalty of –1, and Speed penalty of –5 feet regardless of your Strength." + }, + { + "name": "Swift Block Cabochon", + "trait": "Consumable, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2994", + "summary": "This clear quartz cabochon attaches to the center of your shield. When you activate the cabochon, use the Shield Block reaction even if you don't have the shield raised and even if you don't normally have that reaction. Increase the shield's Hardness by 5 against the triggering attack. The shield remains raised after the block.", + "activation": "reaction] (concentrate); Trigger You take damage from a physical attack while you don't have the affixed shield raised" + }, + { + "name": "Swift Standard", + "trait": "Air, Aura, Magical, Rare", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3917", + "summary": "As this magical banner sways in the breeze, the horses embroidered across the fabric seem to gallop at unnatural speeds, racing across the field. You and allies that start your turn within the banner’s aura gain a +5-foot status bonus to land Speeds for 1 round. This bonus is doubled while traveling." + }, + { + "name": "Swiftmount Saddle", + "trait": "Companion, Divination, Invested, Magical, Primal, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Companion Items", + "bulk": "2", + "url": "/Equipment.aspx?ID=1575", + "summary": "This sturdy leather saddle was designed to improve communication between mount and rider, allowing even inexperienced knights to command their mounts in battle. A swiftmount saddle grants a +2 item bonus to Nature checks made to Command an Animal for anyone who is riding the creature wearing it.", + "activation": "free-action] Interact; Frequency once per day; Requirements You're adjacent to the creature wearing the swiftmount saddle and could Mount it; Effect You Mount the creature wearing the swiftmount saddle." + }, + { + "name": "Swim Fins", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=496", + "summary": "These flippers attach to your feet like tight shoes—donning or removing them requires three Interact actions. While worn, you gain a +5-foot item bonus to the distance you move when rolling Athletics to Swim, not when using a swim Speed, and you take a –10-foot item penalty to your Speed." + }, + { + "name": "Swirling Sand", + "trait": "Catalyst, Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1619", + "summary": "Swirling sand carries a faint trace of strange compulsions from the helical sand spire near Beachcomber. Adding this catalyst to a suggestion spell implants a strange compulsion in one target of the spell. The target creature must spin counterclockwise at the end of its turn if it didn't take a move action that turn. This spin is a free action that has the move trait. This effect lasts for 3 rounds on a success, failure, or critical failure against suggestion (even if the target completes its suggestion in fewer rounds); a target that critically succeeds against suggestion is unaffected by the swirling sand.", + "activation": "Cast a Spell" + }, + { + "name": "Swooping Wings", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3191", + "summary": "A pair of feathered wings are anchored to your shoulder bones. You gain a 25-foot fly Speed ." + }, + { + "name": "Symbol of Conflict", + "trait": "Divine, Invested, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3111", + "summary": "This tarnished necklace can be attuned only by someone who is holy or unholy. When you attune it, it transforms into your deity's religious symbol or a personal symbol if you don't have a deity. You receive a +1 item bonus to Religion and a +1 circumstance bonus to saves against holy and unholy effects.", + "activation": "Presence [two-actions] (concentrate, manipulate); Frequency once per day; Effect The symbol casts bane or bless. The counteract DC of these effects is 18, and the counteract modifier is +8." + }, + { + "name": "Symbol of Conflict (Greater)", + "trait": "Divine, Invested, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3111", + "summary": "This tarnished necklace can be attuned only by someone who is holy or unholy. When you attune it, it transforms into your deity's religious symbol or a personal symbol if you don't have a deity. You receive a +1 item bonus to Religion and a +1 circumstance bonus to saves against holy and unholy effects.", + "activation": "Presence [two-actions] (concentrate, manipulate); Frequency once per day; Effect The symbol casts bane or bless. The counteract DC of these effects is 18, and the counteract modifier is +8." + }, + { + "name": "Symbol of Conflict (Major)", + "trait": "Divine, Invested, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3111", + "summary": "This tarnished necklace can be attuned only by someone who is holy or unholy. When you attune it, it transforms into your deity's religious symbol or a personal symbol if you don't have a deity. You receive a +1 item bonus to Religion and a +1 circumstance bonus to saves against holy and unholy effects.", + "activation": "Presence [two-actions] (concentrate, manipulate); Frequency once per day; Effect The symbol casts bane or bless. The counteract DC of these effects is 18, and the counteract modifier is +8." + }, + { + "name": "Tablet of Chained Souls", + "trait": "Cursed, Magical, Necromancy", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1647", + "summary": "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 Pharasma, the tablet of chained souls can be a powerful tool in laying uneasy spirits to rest, but its magic exacts a heavy cost.", + "activation": "two-actions] 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." + }, + { + "name": "Tack", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2755", + "summary": "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." + }, + { + "name": "Tactician's Helm", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2339", + "summary": "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 a Reactive Strike. A tactician’s helm can hold up to 2 charges, and its charges reset to 0 when you invest it.", + "activation": "one-action] (concentrate); Cost 1 charge from the helm; Frequency once per hour; Effect You choose one of the following effects." + }, + { + "name": "Tailor's Boll", + "trait": "Consumable, Magical, Plant, Wood", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=2647", + "summary": "Harvested from one of the rainbow fields of the Plane of Wood, this cotton boll is filled with multicolored fibers. When you Activate the boll, you make a request for a bespoke set of non-magical explorer's clothing or fine clothing. The hard fibers and seeds leap from your hand to spin and weave, cotton flying through the air at incredible speed to make cloth and thread. The clothing is ready at the start of your next turn, in the most convenient spot nearby for hanging the clothing or laying it flat.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Taldogis Badge", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3779", + "summary": "This badge depicting a hunting dog is used by Eutropia’s supporters to indicate their allegiances. ", + "activation": "Bark [two-actions] (concentrate, manipulate, subtle); Frequency once per hour; Effect The hunting dog makes a single bark that only you and a single target of your choice within 30 feet can hear. If the target is a supporter of Eutropia, you gain a +2 circumstance bonus to Diplomacy checks against them for the next minute." + }, + { + "name": "Talented Tap Shoes", + "trait": "Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3535", + "summary": "These stylish shoes were originally created by the Tappin’ Toes Troupe, a group of tap-dancing Taldan bards who achieved massive popularity for their line dance routines. Notoriously lazy when it came to practicing choreography, the troupe enchanted their footwear to enhance their agility. Upon retirement, the troupe sold off their shoe designs, and talented tap shoes have become popular among professional dancers ever since. While wearing the shoes, you gain a +2 item bonus to Acrobatics checks to Balance and Tumble Through an enemy’s space and to Performance checks using dance.", + "activation": "Strut Your Stuff [one-action] (manipulate); Frequency once per day; Effect You click the toes of your talented tap shoes on the ground, and for the next minute, whenever you succeed or critically succeed at a Reflex save to avoid a damaging effect, you can Stride half your Speed as a reaction. However, during this time, you take a –2 item penalty to Stealth checks to Sneak." + }, + { + "name": "Talespinner's Lyre", + "trait": "Auditory, Consumable, Magical, Olfactory, Uncommon, Visual", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2127", + "summary": "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.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Taleteller's Ring", + "trait": "Cursed, Enchantment, Invested, Magical", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1648", + "summary": "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." + }, + { + "name": "Talisman Cord", + "trait": "Abjuration, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=883", + "summary": "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." + }, + { + "name": "Talisman Cord (Greater)", + "trait": "Abjuration, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=883", + "summary": "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." + }, + { + "name": "Talisman Cord (Lesser)", + "trait": "Abjuration, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=883", + "summary": "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." + }, + { + "name": "Talisman of the Sphere", + "trait": "Artifact, Evocation, Magical, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=621", + "summary": "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." + }, + { + "name": "Taljjae Tassel", + "trait": "Consumable, Magical, Talisman, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=3157", + "summary": "The bright red tassels of the creature known as Taljjae are a ubiquitous motif in Hwanggot and are used as charms to pray for good fortune and reward for great effort. They adorn clothing, weapons, and even drinking gourds. These particular tassels carry within them a potent fraction of the mysterious fey's power. When you activate a Taljjae tassel, your weapon gains the properties of the grievous rune for the duration of the triggering attack.", + "activation": "free-action] envision; Trigger Your Strike with the affixed weapon was a critical success." + }, + { + "name": "Tallow Bomb (Greater)", + "trait": "Alchemical, Bomb, Consumable, Fire, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1501", + "summary": "A mixture of rendered animal fat and acids designed to ignite the fat when exposed to air, a tallow bomb creates a splash of burning oil that adheres to skin, clothes, and hair. A tallow bomb deals the listed fire damage, persistent fire damage, and splash damage. On a critical hit, a living creature taking persistent fire damage from a tallow bomb is sickened 1 from the stench of burning fat and can't reduce its sickened value below 1 while the persistent fire damage lasts. Many types of tallow bombs grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d4 persistent fire damage and 3 fire splash damage." + }, + { + "name": "Tallow Bomb (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Fire, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1501", + "summary": "A mixture of rendered animal fat and acids designed to ignite the fat when exposed to air, a tallow bomb creates a splash of burning oil that adheres to skin, clothes, and hair. A tallow bomb deals the listed fire damage, persistent fire damage, and splash damage. On a critical hit, a living creature taking persistent fire damage from a tallow bomb is sickened 1 from the stench of burning fat and can't reduce its sickened value below 1 while the persistent fire damage lasts. Many types of tallow bombs grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d4 persistent fire damage and 1 fire splash damage." + }, + { + "name": "Tallow Bomb (Major)", + "trait": "Alchemical, Bomb, Consumable, Fire, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1501", + "summary": "A mixture of rendered animal fat and acids designed to ignite the fat when exposed to air, a tallow bomb creates a splash of burning oil that adheres to skin, clothes, and hair. A tallow bomb deals the listed fire damage, persistent fire damage, and splash damage. On a critical hit, a living creature taking persistent fire damage from a tallow bomb is sickened 1 from the stench of burning fat and can't reduce its sickened value below 1 while the persistent fire damage lasts. Many types of tallow bombs grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d4 persistent fire damage and 4 fire splash damage." + }, + { + "name": "Tallow Bomb (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Fire, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1501", + "summary": "A mixture of rendered animal fat and acids designed to ignite the fat when exposed to air, a tallow bomb creates a splash of burning oil that adheres to skin, clothes, and hair. A tallow bomb deals the listed fire damage, persistent fire damage, and splash damage. On a critical hit, a living creature taking persistent fire damage from a tallow bomb is sickened 1 from the stench of burning fat and can't reduce its sickened value below 1 while the persistent fire damage lasts. Many types of tallow bombs grant an item bonus to attack rolls.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d4 persistent fire damage and 2 fire splash damage." + }, + { + "name": "Tallowheart Mass", + "trait": "Abjuration, Divine, Healing, Necromancy, Rare, Transmutation", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1738", + "summary": "This disgusting mass of magically-infused hardened tallow is often found divided into three portions, each attached to the other by a thin tangle of fibers and hair. While some create tallowheart masses that are connected via lengths of scented cord or even fine chain, the mass of tallow is always off-putting in texture, scent, and appearance. Despite the mass's unpleasant look, this magical item can be quite helpful. Each of the three portions can be activated in one of three ways, but once a portion is activated, it's consumed. Once you've consumed all three portions, you fully expend the tallowheart mass.", + "activation": "one-action] Interact; Effect If you rub a portion on your body, it melts into your worn gear and flesh and grants you resistance 10 to fire damage for 1 minute." + }, + { + "name": "Tangle Root Toxin", + "trait": "Alchemical, Consumable, Contact, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3347", + "summary": "Tangle root toxin sees use to impede opponents in athletic competitions, in addition to espionage and tracking. Saving Throw DC 26 Fortitude; …", + "activation": "one-action] (manipulate)" + }, + { + "name": "Tank (Stationary)", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animal Caretaking Gear", + "bulk": "", + "url": "/Equipment.aspx?ID=1704", + "summary": "" + }, + { + "name": "Tank (Traveling)", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animal Caretaking Gear", + "bulk": "", + "url": "/Equipment.aspx?ID=1704", + "summary": "" + }, + { + "name": "Taper of Sanctification", + "trait": "Consumable, Divine, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=3415", + "summary": "This thin golden candle bears the symbol of a specific deity emblazoned on its surface, surrounded by the iconography of that deity's faith. A taper of sanctification must be dedicated to a deity who can be sanctified to holy or unholy, and has the corresponding trait. If the deity's sanctification lists both options, the crafter must choose one when the candle is made.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Tar Rocket Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1276", + "summary": "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." + }, + { + "name": "Tarantula Ampoule", + "trait": "Alchemical, Consumable, Expandable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Bottled Monstrosities", + "bulk": "L", + "url": "/Equipment.aspx?ID=3233", + "summary": "The dried, shrunken corpse of a giant tarantula inside this smoked glass bottle is obscured by swirling vapor and cobwebs. You can throw the ampoule up to 30 feet when you Activate it. When you open or throw the ampoule, a Large giant tarantula effigy bursts forth and lunges at one adjacent creature. If the target fails a DC 21 Fortitude save, it takes 1d10+4 piercing damage. If the target critically fails the save, it’s also exposed to tarantula venom .", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Tasset of Flexibility", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3982", + "summary": "You can attach these light-brown leather flaps adorned with gold stitching to a breastplate or even clothing to protect your upper legs in battle. They give you the freedom to move your body to its limit without worrying about exposing yourself to a hit. While wearing the tasset of flexibility, you gain a +1 item bonus to Acrobatics checks.", + "activation": "Lunging Attack [one-action] (concentrate); Frequency once per day; Effect The tasset helps you stretch farther than you normally could. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike." + }, + { + "name": "Taster's Folly", + "trait": "Alchemical, Consumable, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2017", + "summary": "Devised to bypass detection, a dose of taster's folly consists of two compounds that aren't mixed but placed in the contents of one meal. Each compound is harmless on its own. The DC to Recall Knowledge about this poison from one of its components is 23 and attempts to use magic to detect the unmixed components require a successful DC 23 counteract check. The onset period begins only if a victim consumes both compounds during the same hour. If the two compounds mix prior to consumption, they become toxic and are detectable as such. The sickened condition can't be ended until the poison's effects end.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Tattletale Orb (Clear Quartz)", + "trait": "Cursed, Magical, Rare, Scrying", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2390", + "summary": "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." + }, + { + "name": "Tattletale Orb (Moonstone)", + "trait": "Cursed, Magical, Rare, Scrying", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2390", + "summary": "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." + }, + { + "name": "Tattletale Orb (Obsidian)", + "trait": "Cursed, Magical, Rare, Scrying", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2390", + "summary": "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." + }, + { + "name": "Tattletale Orb (Peridot)", + "trait": "Cursed, Magical, Rare, Scrying", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2390", + "summary": "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." + }, + { + "name": "Tattletale Orb (Selenite)", + "trait": "Cursed, Magical, Rare, Scrying", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2390", + "summary": "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." + }, + { + "name": "Tatzlwyrm's Gasp", + "trait": "Alchemical, Consumable, Inhaled, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3241", + "summary": "Brave alchemists take great care to capture a tatzlwyrm's poisonous vapor in small vials, typically through a system of compressors that can concentrate their exhalations.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Tear-Away Clothing", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1402", + "summary": "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." + }, + { + "name": "Tears of Death", + "trait": "Alchemical, Consumable, Contact, Poison, Virulent", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3348", + "summary": "Tears of death are among the most powerful of alchemical poisons, distilled from extracts of five other deadly poisons in just the right ratios. …", + "activation": "one-action] (manipulate)" + }, + { + "name": "Tears of the Last Azlanti", + "trait": "Arcane, Artifact, Invested, Transmutation, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=676", + "summary": "This gold necklace sports six bails, each with a different aeon stone. The backside of each bail is engraved with a single ancient Azlanti rune: Patience, Remembrance, Resilience, Tenacity, Wisdom, Invention." + }, + { + "name": "Telekinetic Converter", + "trait": "Invested, Magical, Rare, Transmutation", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2417", + "summary": "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.", + "activation": "two-actions] Interact; Prerequisite You have a spellcasting class feature and have an unexpended spell slot of 5th level or higher; 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." + }, + { + "name": "Ten-Foot Pole", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2756", + "summary": "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." + }, + { + "name": "Tent (Four-Person)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2757", + "summary": "" + }, + { + "name": "Tent (Pavilion)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "12", + "url": "/Equipment.aspx?ID=2757", + "summary": "" + }, + { + "name": "Tent (Pup)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2757", + "summary": "" + }, + { + "name": "Tentacle Potion (Greater)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2095", + "summary": "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.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Tentacle Potion (Lesser)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2095", + "summary": "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.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Tentacle Potion (Moderate)", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2095", + "summary": "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.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Terrifying Ammunition", + "trait": "Consumable, Emotion, Fear, Magical, Mental", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3396", + "summary": "This black-and-gray ammunition is etched with occult symbols and tiny, grinning skulls. When activated terrifying ammunition damages a creature, the creature's mind is filled with visions of its failures, its tragedies, and eventually, its own death. The creature must attempt a DC 20 Will save.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Terror Spores", + "trait": "Alchemical, Consumable, Inhaled, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2675", + "summary": "Better known as the shrieking toadstool, the tragzioma fungus releases spores when disturbed by browsers, sending nearby creatures into a screaming panic that attracts opportunistic carnivores. Delicate alchemical processes have stabilized and concentrated the spores into a poison.", + "activation": "one-action] Interact" + }, + { + "name": "Thawing Candle", + "trait": "Consumable, Fire, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=2611", + "summary": "This stubby, black candle has a wick made of a type of flammable bronze that can be found only on the Plane of Fire. You activate the candle by lighting it, which enables creatures within 10 feet of the candle to ignore the cold while within range. Creatures in the area gain cold resistance 10. In addition, a creature taking persistent cold damage that is in or enters the area can immediately attempt a DC 15 flat check to end the persistent damage. A given creature can gain this flat check only once from a single thawing candle. Once lit, the candle burns for 10 minutes. If extinguished, it can't be relit.", + "activation": "one-action] (manipulate)" + }, + { + "name": "The Avalanche", + "trait": "Artifact, Evocation, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2532", + "summary": " The Avalanche represents unmitigated disasters, destruction that overruns all in its path. As long as The Avalanche is invested, you gain a +1 …", + "activation": "free-action] envision, Interact; Frequency once per day; Effect You wave the card in the air and hurl staggering volumes of ice, snow, and rocks out into the world. This magical avalanche buries your foes. Choose up to 4 creatures within 60 feet, each of whom must attempt a Reflex save against your class DC. Regardless of their saving throw, the creature's space becomes greater difficult terrain from the mounds of ice, snow, and rubble." + }, + { + "name": "The Bear", + "trait": "Artifact, Invested, Magical, Transmutation, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2501", + "summary": " The Bear represents brute force applied to solve unusual problems. As long as you have The Bear invested, you can use Athletics checks to …", + "activation": "two-actions] envision, Interact; Frequency once per minute; Requirements Your last action was a successful melee Strike; Effect You attempt to Grapple, Shove, or Trip the creature you hit with the successful Strike, even if you have no hand free. You gain a +2 status bonus to your check. If you Grapple using a weapon, you can Strike with the weapon only if it has the grapple trait and you Strike the grabbed target, or if you cease Grabbing with the weapon. After the effect of the initial Grapple ends, you can't keep a target grabbed with a weapon that lacks the grapple trait. The status bonus increases to +3 if you're at least 17th level." + }, + { + "name": "The Beating", + "trait": "Artifact, Invested, Magical, Necromancy, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2502", + "summary": " The Beating symbolizes attack from all sides. If you have The Beating invested, whenever you and an ally are flanking a foe, your melee Strikes …", + "activation": "free-action] envision; Frequency once per day; Effect You wave the card to conjure up dozens of violent ghostly figures; you cast pernicious poltergeist, and the area of the spell is treated as difficult terrain in addition to its normal effects. The level of the spell is one-half your level, rounded down (minimum 6th level), and the save DC is your class DC." + }, + { + "name": "The Betrayal", + "trait": "Artifact, Enchantment, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2533", + "summary": " The Betrayal represents selfishness and envy, twisting outcomes toward unfavorable or even devastating results. As long as The Betrayal is …", + "activation": "free-action] envision; Frequency once per day; Effect You turn the tables on your foes, bringing one of them into your ranks and compelling them to attack their allies. You cast dominate on a creature, but can only issue commands to attack or otherwise harm, betray, or inconvenience its allies. The level of the spell is one-half your level, rounded down (minimum 6th level), and the save DC is your class DC." + }, + { + "name": "The Big Sky", + "trait": "Abjuration, Artifact, Harrow Court, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2475", + "summary": " The Big Sky represents widespread change or liberation. As long as you have The Big Sky invested, you gain a +2 item bonus to Perception checks …", + "activation": "two-actions] envision; Frequency once per day; Effect For 10 minutes, you and up to four creatures you touch ignore difficult terrain and effects that would give a circumstance penalty to Speed. If you are at least 17th level, the targets also ignore greater difficult terrain." + }, + { + "name": "The Brass Dwarf", + "trait": "Abjuration, Artifact, Harrow Court, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2476", + "summary": "The Brass Dwarf represents invulnerability. When you invest The Brass Dwarf , you gain resistance to fire equal to your level. ", + "activation": "one-action] envision; Frequency once per hour; Effect Choose acid, cold, electricity, fire, mental, poison, or sonic. You can't choose the damage type for which The Brass Dwarf currently gives you resistance. You gain resistance to the damage you chose equal to your level, and you lose the prior resistance that The Brass Dwarf gave you. For 1 minute, you gain weakness equal to half your level to the damage type of the prior resistance." + }, + { + "name": "The Carnival", + "trait": "Artifact, Divination, Harrow Court, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2477", + "summary": " The Carnival represents false dreams. When you have The Carnival invested, your flat check DCs to obtain reliable information from divination …", + "activation": "two-actions] envision (divination, prediction); Frequency once per day; Effect You peer into the future and witness yourself walking through a colorful but vaguely sinister carnival, meeting a variety of strange people. One of these people looks more genuine than the others and resembles someone you're likely to meet for the first time in the next 24 hours (if anyone). This resemblance might be metaphorical, such a clown signifying someone who is silly or a stilt-walker representing someone who is tall. You also get a sense for whether this person can be trusted, should be distrusted, or neither, based on how they're most likely to interact with you and your allies. The GM decides who this new person might be, then rolls a secret DC 6 flat check. On a failure, the result is always “neither,” making it hard to determine whether a “neither” result is accurate." + }, + { + "name": "The Courtesan", + "trait": "Artifact, Illusion, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2534", + "summary": " The Courtesan represents political intrigue and social niceties. As long as The Courtesan is invested, you gain a +2 item bonus to Diplomacy …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You pass the card over your face and become exactly who you need to be; you cast illusory disguise. The level of the spell is one-half your level, rounded down (minimum 6th level). You can change your appearance again at any time during the duration by using a three-action activity, which has the concentrate trait. While under these effects, your Deception checks to Impersonate are one degree of success greater when you use them against a creature that is a lower level than yourself." + }, + { + "name": "The Cricket", + "trait": "Artifact, Invested, Magical, Transmutation, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2535", + "summary": " The Cricket represents speed and quick passage. As long as The Cricket is invested, it grants you a +10-foot item bonus to all your Speeds. This …", + "activation": "free-action] envision, Interact; Frequency once per day; Effect Your feet begin to glow and shimmer as if they were vibrating. Stride up to three times your Speed. You can Burrow, Climb, Fly, or Swim instead of Striding if you have the corresponding movement type. This movement doesn't trigger reactions and you can move through creatures' spaces as if they weren't there during this movement." + }, + { + "name": "The Crows", + "trait": "Artifact, Conjuration, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2536", + "summary": " The Crows represent taking things through violence or force, particularly when done through agility and swiftness rather than brawn. As long as …", + "activation": "free-action] envision, Interact (teleportation); Frequency once per day; Effect You hold the card in your hand, and with a flick of the wrist it vanishes, only to be replaced by an object of your choice within 30 feet. The object must be 2 Bulk or less. If that object is unattended, it teleports into your hand automatically. If the object is attended by a creature, you must make a Thievery check against the creature's Reflex DC." + }, + { + "name": "The Cyclone", + "trait": "Artifact, Evocation, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2503", + "summary": " The Cyclone represents tumultuous evil plots. As long as it is invested, The Cyclone bolsters you with helpful winds that grant you a +2 item …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You cast whirlwind. You do not treat the squares in the whirlwind as difficult terrain, but all other creatures do. The level of the spell is one-half your level, rounded down (minimum 8th level), and the save DC is your class DC." + }, + { + "name": "The Dance", + "trait": "Artifact, Divination, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2537", + "summary": " The Dance represents the delicately balanced rhythms of the universe and the ability stay in step with existence. As long as The Dance is …", + "activation": "free-action] envision; Frequency once per day; Trigger You are about to roll initiative; Effect Your body begins to move with anticipation, creating a trail of afterimages for a moment. You can roll initiative with a Performance check. Regardless of what skill you use to roll for initiative, roll the check three times and take the result of your choice. This is a fortune effect." + }, + { + "name": "The Dancer's Song", + "trait": "Alchemical, Consumable, Ingested, Poison, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3782", + "summary": "A pair of conjoined sahkils known as The Dancers created this poison for the Ninth Army. While stupefied by this poison, a creature can’t treat any creature as its ally.", + "activation": "one-action] Interact" + }, + { + "name": "The Deck of Destiny", + "trait": "Artifact, Divination, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2531", + "summary": "Composed of 54 cards that are powerful in their own right, the Deck of Destiny epitomizes the powers of the harrow and divination. The deck only has its full suite of abilities while complete. Completing the deck requires all 54 cards to be placed together and shuffled into their complete state over the span of 1 minute; the cards merely being in proximity of each other is not enough to complete the deck. Once complete, the deck can be invested normally.", + "activation": "hour (envision, Interact); Frequency once per year; Effect You attempt to undo a creature's untimely death and return them to life. The deck performs a 10th-level resurrect ritual. This ritual doesn't have any cost and doesn't require any secondary casters. Instead, you are the primary caster and must attempt a DC 50 Occultism check to complete the ritual as you perform a harrowing, perform that same harrowing in reverse in an attempt to pull back the threads of fate, and perform one final harrowing to “rewrite” the target's destiny." + }, + { + "name": "The Demon's Lantern", + "trait": "Artifact, Evocation, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2504", + "summary": " The Demon's Lantern represents trickery and feats of legerdemain. As long as you have The Demon's Lantern invested, you gain a +2 item bonus to …", + "activation": "reaction] envision; Frequency once per day; Trigger A creature hits you with a melee attack; Effect You release a flash of lights and attempt a Reflex saving throw. If your saving throw is higher than the attack roll for the triggering attack, it misses. If the attack misses, the attacker is dazzled until the end of your next turn." + }, + { + "name": "The Desert", + "trait": "Artifact, Evocation, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2505", + "summary": " The Desert signifies enduring passage through trying circumstances. As long as The Desert is invested, you are immune to the effects of …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You wave the card in the air to create desert winds that blast sand so scouring it strips flesh from bone. The sand created by this effect vanishes an instant later, but the effects on those caught in the area linger. Creatures in a 60-foot cone take 7d6 piercing damage and 7d6 fire damage (with a basic Fortitude save equal to your class DC). A creature who fails this save also becomes fatigued and enfeebled for 1 minute, and a creature who critically fails this save becomes enfeebled 2 for 1 minute and fatigued until they get a night's rest (or the fatigue is removed by other means). The damage increases to 8d6 piercing and 8d6 fire if you're at least 15th level, to 9d6 piercing and 9d6 fire if you're at least 17th level, and to 10d6 piercing and 10d6 fire if you're at least 19th level." + }, + { + "name": "The Eclipse", + "trait": "Artifact, Enchantment, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2538", + "summary": " The Eclipse represents self-doubt and loss of purpose, as well as a loss of faith. As long as The Eclipse is invested, you gain a +2 item bonus …", + "activation": "reaction] envision (mental); Frequency once per day; Trigger A foe that you're aware of and who is within 60 feet achieves a critical success on a saving throw or a Strike; Effect You produce an aura of doubt that overwhelms all foes in a 30-foot emanation and reduces bright light in that area to dim light, as if the region were under an eclipse. The triggering creature's critical success is reduced to a regular success. All further saving throws or Strikes attempted by enemies within the emanation suffer a –2 item penalty; saving throws or Strikes attempted by the triggering enemy suffer a –3 penalty instead. You can sustain this aura of doubt for up to 1 minute." + }, + { + "name": "The Empty Throne", + "trait": "Artifact, Divination, Harrow Court, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2478", + "summary": " The Empty Throne represents great loss and wisdom from those who are now gone. As long as you have The Empty Throne invested, it grants you a +2 …", + "activation": "one-action] envision; Frequency once per day; Effect You overwhelm a target you can see within 60 feet with feelings of helplessness and loss. The creature must attempt a Will DC equal to your class DC." + }, + { + "name": "The Fiend", + "trait": "Artifact, Harrow Court, Illusion, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2479", + "summary": " The Fiend represents the inevitability of great calamities and pervasive dangers. As long as you have The Fiend invested, when you repeat a …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You wave the card to create a vision of destruction around you; you cast phantasmal calamity, except the area is a 20-foot emanation. The level of the spell is one-half your level, rounded down (minimum 6th level), and the save DC is your class DC. You are immune to the effects of your own phantasmal calamity." + }, + { + "name": "The Fool", + "trait": "Artifact, Enchantment, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2539", + "summary": " The Fool represents grave foolishness, grand naivete, and exceptional greed. As long as you have The Fool invested, anytime you gain the …", + "activation": "two-actions] envision, Interact (mental); Frequency once per day; Effect You display The Fool to your foes in a clumsy, awkward, and embarrassing way. Choose up to four creatures within 60 feet. These four creatures must attempt a Will save against your class DC." + }, + { + "name": "The Forge", + "trait": "Artifact, Invested, Magical, Transmutation, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2506", + "summary": " The Forge denotes strength through diversity. As long as you have The Forge invested, you can carry more than normal— increase your maximum and …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You pass the card over an adjacent broken (but not destroyed) object (magical or otherwise) of up to 4 Bulk, and restore the object to its full Hit Point total, removing the broken condition in the process." + }, + { + "name": "The Hidden Truth", + "trait": "Abjuration, Artifact, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2507", + "summary": " The Hidden Truth represents the act of observing something beyond the obvious to gain obscure lore. As long as this card is invested, you gain a +2 …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You cast true seeing. The level of the spell is one-half your level, rounded down (minimum 6th level). If you're at least 17th-level, you can affect up to three adjacent willing targets with this spell at the same time as you cast it." + }, + { + "name": "The Hollow Star", + "trait": "Chaotic, Conjuration, Magical, Unique", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3449", + "summary": "This roughly spherical mass of orange crystal is about the size of a human head. The sphere is opaque but glows from within as if it contained a bright flickering flame—the Hollow Star emits bright light in a 60-foot radius (and dim light to the next 60 feet). Any creature within the bright light of the Hollow Star gains a +1 item bonus to Occultism checks. Deros in the bright light shed by the Hollow Star suffer distracting but pleasant hallucinations and strange visions, and they become stupefied 1 when in this illumination. If you're lawful, you're enfeebled 2 while carrying the Hollow Star. If you touch the Hollow Star, your dreams the next time you sleep are strange, unsettling, hard to remember, and carry a vague sense of elation, doom, or both. Upon awakening, you must succeed at a DC 25 Will save or become stupefied 1 by unsettling dreams that feel disturbingly like memories from a life lived on a distant dying planet.", + "activation": "three-actions] (conjuration); Frequency once per day; Effect The Hollow Star conjures an aberration to fight for you. This works like summon animal, except you summon a common creature that has the aberration trait and whose level is 3 or lower." + }, + { + "name": "The Inquisitor", + "trait": "Artifact, Enchantment, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2540", + "summary": " The Inquisitor represents the search for the truth and the power to see through lies. As long as you have The Inquisitor invested, the results of …", + "activation": "two-actions] envision, Interact (linguistic, mental); Frequency once per day; Effect You swipe the card over the head of an adjacent creature to delve into their thoughts. You cast mind probe, but as a two-action spell rather than one that takes 1 minute to cast. The level of the spell is one-half your level, rounded down (minimum 5th level), and the save DC is your class DC." + }, + { + "name": "The Joke", + "trait": "Artifact, Invested, Magical, Transmutation, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2541", + "summary": " The Joke represents solving a problem not with strength, but with cleverness or artifice. As long as you have The Joke invested, you can attempt …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You perform a quick but amusing card trick with The Joke meant to distract others. You cast hideous laughter on up to 10 creatures in range of the spell. The level of the spell is one-half your level rounded down (minimum 6th level), and the save DC is your class DC." + }, + { + "name": "The Juggler", + "trait": "Artifact, Evocation, Harrow Court, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2480", + "summary": " The Juggler represents coordination and destiny. As long as you have The Juggler invested and you aren't carrying an item in two hands, you have …", + "activation": "reaction] Interact; Trigger an item of 1 Bulk or less falls within your reach, or an attacker fails an attack roll to hit you or a creature within your reach with a thrown weapon of 1 Bulk or less; Effect You grab the triggering item. If all of your hands are full (including any extra free hands from The Juggler), you must immediately release an item, which can include the triggering item." + }, + { + "name": "The Keep", + "trait": "Artifact, Conjuration, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2508", + "summary": " The Keep represents steadfastness and being unshakable to threats. As long as The Keep is invested, you gain a +2 item bonus to saving throws …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You cast magnificent mansion. The level of the spell is one-half your level, rounded down (minimum 7th level), and the interior of the mansion appears to be the inside of a resplendent keep made of stone." + }, + { + "name": "The Lens of the Outreaching Eye", + "trait": "Artifact, Divination, Invested, Magical, Scrying, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2499", + "summary": "As long as you have the Lens of the Outreaching Eye invested, the Harrowed Realm's impediments to magic don't apply to you, and you gain a +3 item bonus on all checks made to resolve divination effects.", + "activation": "minutes (command, envision, Interact); Frequency once per day; Effect The Lens of the Outreaching Eye casts discern location on the Deck of Harrowed Tales." + }, + { + "name": "The Liar", + "trait": "Abjuration, Artifact, Harrow Court, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2481", + "summary": " The Liar represents obsession or treacherous love. As long as you have The Liar invested, it grants you a +2 item bonus to Deception checks to …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You touch a weapon and instill faithlessness within it. The weapon gains the backbiting curse. The curse lasts until you use this activation again. If you're at least 17th level, you can instead use this activation on a weapon within 30 feet. If the weapon is carried by a creature, it can resist the effect with a successful Will save against your class DC." + }, + { + "name": "The Locksmith", + "trait": "Abjuration, Artifact, Harrow Court, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2482", + "summary": " The Locksmith represents opening locks, including metaphorical locks such as unlocking fate. As long as you have The Locksmith invested, it …", + "activation": "reaction] envision, Interact; Frequency once per day; Trigger You would be afflicted by a curse or a disease; Effect You mimic the turning of a key in a lock and free yourself from your unpleasant fate. You attempt to counteract the triggering affliction, using half your level (rounded up) as the counteract level and a counteract check modifier equal to your class DC – 10." + }, + { + "name": "The Lost", + "trait": "Abjuration, Artifact, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2509", + "summary": " The Lost symbolizes loss of identity and a life filled with emptiness. As long as The Lost is invested, you gain resistance to mental damage …", + "activation": "reaction] envision; Frequency once per day; Trigger you fail a saving throw against a mental effect; Effect You reflexively flood your mind with emptiness, stripping away any element of identity that the mental effect might be trying to affect. Increase the result of your failed saving throw by one degree of success." + }, + { + "name": "The Marriage", + "trait": "Artifact, Divination, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2510", + "summary": " The Marriage symbolizes a union of body, mind, spirit, or any of the three. When The Marriage is invested, you gain a +2 item bonus to attempts …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect Choose one adjacent willing creature. By brushing The Marriage against their body, you form a magical bond with that creature that persists until you activate The Marriage again to form a bond with a different creature. While the bond persists, you and the other creature can communicate via telepathy to a distance of 120 feet. As long as you and the target are on the same plane of existence and are both alive, you each remain aware of the other's state—you know the other's direction from you, distance from you, and any conditions affecting them. If your bonded target becomes blinded, confused, controlled, fascinated, frightened, slowed, or stunned, you can use a reaction to attempt to counter the condition affecting the target, which also ends the bond between you and the target. The modifier on this counter check is equal to your class DC – 10. If you fail to counter the condition, that condition also afflicts you, and the bond with the other still ends." + }, + { + "name": "The Midwife", + "trait": "Artifact, Invested, Magical, Necromancy, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2511", + "summary": " The Midwife represents the arrival of new life or new information, particularly via the aid of another. As long as you have The Midwife invested, …", + "activation": "reaction] command; Frequency once per day; Trigger A creature you can sense within 60 feet would die or be destroyed; Effect You prevent the target from dying or being destroyed and restore to the target 6d8+24 Hit Points. This effect can prevent a death effect or disintegrate from slaying a target. The amount of healing granted increases to 7d8+28 if you're at least 15th level, 8d8+32 if you're at least 17th level, and 9d8+36 if you're at least 19th level." + }, + { + "name": "The Mountain Man", + "trait": "Artifact, Harrow Court, Invested, Magical, Transmutation, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2483", + "summary": " The Mountain Man represents creatures with incredible physical power. As long as you have The Mountain Man invested, it grants you a +2 item …", + "activation": "two-actions] command, Interact; Frequency once per day; Effect You bring the might of the mountain into your body. You cast 2nd-level or 4th-level enlarge upon yourself. If you're at least 15th level, the duration increases to 1 hour." + }, + { + "name": "The Old Mage Deck", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1084", + "summary": "Also known as the Magician's Deck in Taldor or the Deck of Masks in the Shackles, the non-magical deck of cards called the Old Mage Deck exists with minor variances across Golarion. The four suits correspond to the four essences of magic (matter, spirit, mind, life) and each contains 13 numbered cards with characters depicted on them, plus two wildcards. While common decks are inexpensive (costing 5 sp), limited-edition decks with elaborate art and high-quality materials are often highly sought after by collectors. A deck has negligible Bulk, and takes both hands to use. In a classic Old Mage Deck, the 13 cards in each suit are as follows, with Jatembe's Ten Magic Warriors as cards 2 through 11: Initiate (1), Red Hyena (2), Grey Elephant (3), Golden Snake (4), Black Ibex (5), Frog of Shifting Colors (6), Emerald Spider (7), Walnut Hawk (8), White Bull (9), Blue Leopard (10), Black Heron (11), a different creature for each suit representing the given suit's magical essence (12), and Old Mage Jatembe using magic of the suit's essence (13). Wildcards vary from deck to deck, making each Old Mage Deck unique." + }, + { + "name": "The Owl", + "trait": "Artifact, Divination, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2512", + "summary": " The Owl represents the wisdom of nature and the natural order. As long as you have The Owl invested, it grants a +2 item bonus to Perception …", + "activation": "hour (command, envision, Interact); Frequency once per day; Effect After spending an hour meditating, you can ask one question of the region's spirits, as if you had just performed a commune with nature ritual. Attempt a DC 30 Nature check to determine the result." + }, + { + "name": "The Paladin", + "trait": "Abjuration, Artifact, Harrow Court, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2485", + "summary": " The Paladin represents righteousness and resolute defense. As long as you have The Paladin invested, you gain the Shield Block general feat. If …", + "activation": "reaction] envision; Frequency once per day; Trigger You fail or critically fail a saving throw; Effect Adjust the result of your saving throw up by one degree of success." + }, + { + "name": "The Peacock", + "trait": "Artifact, Divination, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2542", + "summary": " The Peacock represents a sudden shift in attitude or societal change, often represented by a colorful but ugly creature that serves as a reminder …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You freeze your appearance as it exists in this very moment by tapping The Peacock to your lips. You cast stoneskin on yourself, but with a duration of 30 minutes instead of 20 minutes. The level of the spell is one-half your level rounded down (minimum 6th level)." + }, + { + "name": "The Publican", + "trait": "Artifact, Enchantment, Harrow Court, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2486", + "summary": " The Publican represents friendship, shelter, and insight. As long as you have The Publican invested, treat critically failed checks made to Aid …", + "activation": "reaction] envision; Frequency once per day; Trigger You improve a creature's attitude to you; Effect You improve the creature's attitude by an additional step more than you would normally. If you're at least 18th level, you improve the creature's attitude by two additional steps." + }, + { + "name": "The Queen Mother", + "trait": "Artifact, Divination, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2543", + "summary": " The Queen Mother is knowledge manifest, but she only shares this knowledge with loyal subjects. When you first invest The Queen Mother , choose a …", + "activation": "three-actions] command, envision, Interact; Frequency once per day; Effect You call upon a loyal subject to aid you by holding The Queen Mother out and asking her to send help. You cast summon animal or summon construct, but with a range of 90 feet. The level of the spell is one-half your level rounded down." + }, + { + "name": "The Rabbit Prince", + "trait": "Artifact, Divination, Harrow Court, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2487", + "summary": " The Rabbit Prince represents the unreliability of hand-to-hand combat, and how even cunning foes can lose to lucky novices. As long as you have …", + "activation": "reaction] envision (fortune); Frequency once per day; Trigger You miss a creature with a melee weapon Strike; Effect Reroll the triggering Strike with a +1 status bonus. If you hit, attempt a DC 15 flat check; on a failure, your weapon gains the broken condition (if your weapon is already broken, it's destroyed). If you're at least 14th level, this flat check is DC 10. If you're at least 17th level, this flat check is DC 5." + }, + { + "name": "The Rakshasa", + "trait": "Artifact, Harrow Court, Invested, Magical, Necromancy, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2488", + "summary": " The Rakshasa represents domination of others to support your own schemes. When you invest The Rakshasa , identify a single willing creature within …", + "activation": "free-action] ; Frequency once per minute; Effect You regain Hit Points equal to twice your level, and a pledged follower of your choice loses Hit Points equal to your level (no effects apply that would decrease this Hit Point loss). If this loss kills your pledged follower, you also gain temporary Hit Points equal to your level. The pledged follower is temporarily immune to this activation for 24 hours." + }, + { + "name": "The Sickness", + "trait": "Artifact, Invested, Magical, Necromancy, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2513", + "summary": " The Sickness represents disease of the body or soul. As long as The Sickness is invested, it grants you a +2 item bonus to saving throws against …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You flick a corner of the card, as if casting aside a tiny pest or fleck of filth from its surface; you cast Abyssal plague. If you are at least 15th-level, you can instead choose to cast spiritual epidemic. Regardless of which spell you cast, the level of the spell is half your level, rounded down (minimum 6th level), and the save DC is equal to your class DC." + }, + { + "name": "The Silent Hag", + "trait": "Artifact, Divination, Harrow Court, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2484", + "summary": " The Silent Hag represents insight, treacherous secrets, and strife. As long as you have The Silent Hag invested, it grants you a +2 item bonus to …", + "activation": "three-actions] envision; Frequency once per hour; Effect You choose to lose one of your senses and gain another until you use this activation again. Choose from one of the following:" + }, + { + "name": "The Snakebite", + "trait": "Artifact, Harrow Court, Invested, Magical, Necromancy, Poison, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2489", + "summary": " The Snakebite represents poison, assassination, and disharmony. As long as you have The Snakebite invested, it grants you a +2 item bonus to …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You cast purple worm sting on a creature within your reach, with a DC equal to your class DC." + }, + { + "name": "The Survivor", + "trait": "Artifact, Invested, Magical, Necromancy, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2514", + "summary": " The Survivor represents rebirth through ordeal. When you have The Survivor invested, you gain Diehard as a bonus feat. If you already possess …", + "activation": "free-action] envision; Frequency once per day; Trigger you are reduced to 0 Hit Points; Effect You somehow manage to survive what could have been a fatal blow. Instead of being reduced to 0 Hit Points, you drop to 1 Hit Point instead and immediately restore an additional 4d8+16 Hit Points. The amount of Hit Point restored increases to 5d8+20 if you are at least 15th level, 6d8+24 if you're at least 17th level, and 7d8+28 if you're at least 19th level." + }, + { + "name": "The Tangled Briar", + "trait": "Artifact, Conjuration, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2515", + "summary": " The Tangled Briar signifies the return of ancient triumphs. As long as you have The Tangled Briar invested, you gain Toughness as a bonus feat. …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You raise the card up above your head and invoke the thorns and briars of the tangled parts of the world; you cast wall of thorns. The level of the spell is half your level, rounded down (minimum 6th level). The brambles within this particular wall of thorns are treated as greater difficult terrain." + }, + { + "name": "The Teamster", + "trait": "Abjuration, Artifact, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2544", + "summary": " The Teamster represents the driving force to push on, no matter the circumstance. As long as you have The Teamster invested, all single-target …", + "activation": "free-action] envision; Frequency once per day; Trigger you are affected by an ongoing condition; Effect You push through your largest hindrance. Select one of the following conditions currently affecting you: blinded, clumsy, confused, controlled, dazzled, deafened, doomed, drained, dying, enfeebled, fascinated, fatigued, frightened, grappled, immobilized, paralyzed, persistent damage, petrified, restrained, sickened, slowed, stunned, stupefied, unconscious, or wounded. If the source of the condition is more than 4 levels lower than your current level, The Teamster automatically counters the condition. Otherwise, The Teamster attempts to counter the condition, with a counteract modifier of +31." + }, + { + "name": "The Theater", + "trait": "Artifact, Divination, Harrow Court, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2490", + "summary": " The Theater represents prophecy and how prophets can't change the unfolding pageantry of fate. As long as you have The Theater invested and as …", + "activation": "reaction] envision (fortune); Frequency once per hour; Trigger You are targeted by a misfortune effect; Effect The Theater attempts to counter the misfortune effect before it affects you. It has a counteract level equal to your level divided by 2 (rounded up), and a counteract modifier of your Class DC – 10." + }, + { + "name": "The Trader", + "trait": "Artifact, Divination, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2545", + "summary": " The Trader represents trades and exchanges of information. As long as you have The Trader invested, you gain a +2 item bonus to Diplomacy …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect The Trader allows you to make an exchange with yourself. Press the card to your brow, and then select two skills. Your proficiency rank with those two skills swaps for 1 hour. For example, if you were a master in Athletics and untrained in Crafting, you would become untrained in Athletics and a master in Crafting. If making this swap would break prerequisites to feats, you lose access to those feats until your skill proficiencies change back in an hour." + }, + { + "name": "The Trumpet", + "trait": "Artifact, Evocation, Harrow Court, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2491", + "summary": " The Trumpet represents timely warning. As long as you have The Trumpet invested, you (and only you) hear the sound of trumpets when you're about …", + "activation": "two-actions] envision; Frequency once per day; Effect A blast of inspiring noise erupts from the card in a 60-foot cone. Creatures in the area take 14d6 sonic damage (with a basic Fortitude save equal to your class DC). Creatures that fail the save are deafened for 1 round (1 minute on a critical failure). The damage increases to 16d6 if you're at least 13th level, to 18d6 if you're at least 15th level, to 20d6 if you're at least 17th level, and to 22d6 if you're at least 19th level." + }, + { + "name": "The Twin", + "trait": "Artifact, Illusion, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2546", + "summary": " The Twin represents a duality of purpose or identity. As long as you have The Twin invested, it helps to defend you against damage to your mind …", + "activation": "three-actions] envision, Interact; Frequency once per day; Effect You twirl The Twin between your fingers and create a shadowy duplicate of yourself that mirrors your actions. The duplicate appears adjacent to you and has the same statistics as you do when you activate the card. You can sustain this effect for up to one minute. When you sustain the effect, your twin gains 2 actions. It always acts immediately after your turn, and must use identical actions to the ones you used, in exactly the same order. However, it can use the actions differently, such as Striding to a different position or selecting a different target for a Strike. If the twin is unable to mimic an action, it attempts the action without result and the action is wasted. The duplicate can't use any actions that can be used only a limited number of times per day (including casting any spell other than a cantrip). The duplicate isn't truly alive and can't be healed in any way. If the duplicate ever reaches 0 Hit Points, it is instantly destroyed and the effect immediately ends, and you take 10d6 mental damage (DC 38 basic Will save)." + }, + { + "name": "The Tyrant", + "trait": "Artifact, Invested, Magical, Transmutation, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2516", + "summary": "As long as you have The Tyrant invested, you gain a +2 item bonus to Intimidation checks made to Demoralize . This bonus increases to +3 if you …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You hold the card up to your lips and exhale onto it; you cast dragon form. The level of the spell is half your level, rounded down (minimum 6th level)." + }, + { + "name": "The Unicorn", + "trait": "Artifact, Invested, Magical, Transmutation, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2547", + "summary": " The Unicorn represents finding what one seeks. As long as you have The Unicorn invested, you gain a +2 item bonus on Perception checks to Seek . …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You pass The Unicorn across an adjacent closed container and then open the container. Inside, you'll find a Common consumable alchemical or magic item you need to solve a problem or deal with a situation close at hand. For example, if you're badly wounded, you might find a greater healing potion. If you've been poisoned, you could discover a panacea. If you're faced with a written clue in a language you don't understand, the container might hold a comprehension elixir. The GM always decides what consumable item is discovered, and it must be equal to or lower than your level. If the consumable isn't used within 1 minute of being discovered, the item vanishes. If there's no appropriate item to solve your situation, the GM can rule that no object is found; in this case, the daily use of The Unicorn is not expended." + }, + { + "name": "The Uprising", + "trait": "Artifact, Conjuration, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2517", + "summary": "When you have The Uprising invested, you gain a +2 item bonus to all saving throws against affects that attempt to control you or restrain you. …", + "activation": "two-actions] command, envision; Frequency once per day; Effect The card calls forth a mob of shadowy figures who batter and hinder your enemies. Target a 20-foot burst at any point on solid ground with 120 feet, and the mob of figures rises up from the ground, persisting for 1 minute. Make an unarmed Strike against the Fortitude DC of any number of creatures in this burst (you can choose to not attack some creatures in the area if you wish). Any creature you succeed against is grabbed and takes 3d6 bludgeoning damage. Whenever a creature ends its turn in the area, the figures attempt to Grab that creature if they haven't already, and they deal 1d6 bludgeoning damage to any creature already grabbed. The mob's Escape DC is equal to your class DC. A creature can attack a figure in an attempt to release its grip. It's AC is equal to your class DC, and it's destroyed if it takes 12 or more damage. Even if destroyed, additional figures continue to rise up in the area until the effect's duration ends. You can Dismiss this effect. If you are at least 15th level, you can use a two-action activity, which has the concentrate trait, to move the burst up to 30 feet, which causes any currently grabbed creatures to be released and left behind. If part of the burst appears or moves into an area that can't support it on the ground, that portion of the burst disappears until it is supported." + }, + { + "name": "The Vision", + "trait": "Artifact, Divination, Harrow Court, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2492", + "summary": " The Vision represents arcane knowledge. As long as you have The Vision invested, it grants you a +2 item bonus to all checks made to Identify …", + "activation": "free-action] envision; Frequency once per day; Effect A visible bolt of blue energy bursts from your head. Attempt to Recall Knowledge about a subject, rolling the check with the most appropriate Lore skill check. This check always resolves as if you were master in the most appropriate Lore skill to Recall Knowledge on the subject (or if you're at least 15th level, as if you were legendary in that Lore skill). If you're already master (or legendary) in that Lore, the result of your Recall Knowledge check is one degree of success better than it would otherwise be." + }, + { + "name": "The Wanderer", + "trait": "Artifact, Conjuration, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2548", + "summary": " The Wanderer represents the art of collecting and finding the value in even the simplest items. As long as The Wanderer is invested, you don't …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You do a quick bit of legerdemain with The Wanderer. As the card appears to disappear from your hand, it's immediately replaced by an object of Light bulk in your hand. The object can be any Common permanent magic item, weapon, or piece of gear of a level no higher than your level –2. The item exists for 1 minute, or until it is no longer attended by you, at which point the item vanishes and The Wanderer reappears in your possession." + }, + { + "name": "The Waxworks", + "trait": "Artifact, Invested, Magical, Necromancy, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2518", + "summary": " The Waxworks represents helplessness and entropy. As long as you have this card invested, you gain a +2 item bonus to saving throws against effects …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You cause two 30-foot lines of hot wax to extend out of the card as you present it. The two lines must both start at you and extend in different directions. If you are at least 15th level, you can create a third line, and if you're at least 19th level you can create a fourth line. All creatures in the area must attempt a Fortitude save against your class DC." + }, + { + "name": "The Whispering Reeds", + "trait": "Artifact, Divination, Occult, Rare", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=918", + "summary": "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 Nhimbaloth. 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 Nhimbaloth 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 Nhimbaloth'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 Nhimbaloth.", + "activation": "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." + }, + { + "name": "The Winged Serpent", + "trait": "Artifact, Divination, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "The Deck of Destiny", + "bulk": "", + "url": "/Equipment.aspx?ID=2549", + "summary": " The Winged Serpent represents the wisdom of knowing when to act. As long as you have The Winged Serpent invested, you gain a +2 item bonus on …", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You swipe The Winged Serpent across your eyes to gain insight on when to strike. You cast foresight on yourself, but the duration is only 10 minutes. If you're at least 17th level, the duration extends to 1 hour and you can cast foresight on another creature by touch. The level of this spell is one-half your level rounded down (minimum 9th)." + }, + { + "name": "Theater Enhancers", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3525", + "summary": "Theater enhancers resemble a pair of opera glasses. When worn, they allow the viewer to see subtle illusions on key props or stage elements that have been cast ahead of time. For instance, a puppet of a demon might appear to project a sinister moving shadow, or a backdrop of a mountain might have snowflakes falling over it. Popular among theatergoers who want a visual experience grander than what they can see with their own eyes, theater enhancers are largely limited to fancy stage productions that can afford the time and money it takes to enchant a stage with them in mind." + }, + { + "name": "Theatrical Mutagen (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1968", + "summary": "Developed and widely used by students at the Kitharodian Academy in Oppara, 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.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Theatrical Mutagen (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1968", + "summary": "Developed and widely used by students at the Kitharodian Academy in Oppara, 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.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Theatrical Mutagen (Major)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1968", + "summary": "Developed and widely used by students at the Kitharodian Academy in Oppara, 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.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Theatrical Mutagen (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1968", + "summary": "Developed and widely used by students at the Kitharodian Academy in Oppara, 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.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Therapeutic Snap Peas", + "trait": "Consumable, Magical, Plant, Uncommon, Wood", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "", + "url": "/Equipment.aspx?ID=2649", + "summary": "Affectionately called “the healer's kit of the Plane of Wood,” therapeutic snap peas are specially cultivated snap pea pods overflowing with restorative magic.", + "activation": "Beanstalk 10 minutes (manipulate); Effect You plant the therapeutic snap peas in a square of open ground, after which they rapidly grow into a 10-foot-tall beanstalk that remains in place for 8 hours. The beanstalk's enormous pea pods provide a full day's food for up to 8 living creatures of size Large or smaller, which must be eaten before the beanstalk expires. Any creature that eats the pea pods also immediately heals 30 Hit Points and can attempt a new saving throw against one poison or disease afflicting them." + }, + { + "name": "Thieves' Toolkit", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2758", + "summary": "You need a thieves' toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn't require using the Repair action. If you wear your thieves' toolkit, you can draw and replace it as part of the action that uses it." + }, + { + "name": "Thieves' Toolkit (Infiltrator Picks)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2758", + "summary": "You need a thieves' toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn't require using the Repair action. If you wear your thieves' toolkit, you can draw and replace it as part of the action that uses it." + }, + { + "name": "Thieves' Toolkit (Infiltrator)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2758", + "summary": "You need a thieves' toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn't require using the Repair action. If you wear your thieves' toolkit, you can draw and replace it as part of the action that uses it." + }, + { + "name": "Thieves' Toolkit (Replacement Picks)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2758", + "summary": "You need a thieves' toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn't require using the Repair action. If you wear your thieves' toolkit, you can draw and replace it as part of the action that uses it." + }, + { + "name": "Third Eye", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3112", + "summary": "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.", + "activation": "Truesight [two-actions] (concentrate); Frequency once per day; Effect You gain the effects of an 8th-rank truesight spell." + }, + { + "name": "Thorn Triad", + "trait": "Magical, Spellheart, Wood", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2650", + "summary": "From each corner of this carved, triangular badge extends a long, sharp thorn. The spell DC of any spell cast by activating this item is 18. Armor …", + "activation": "Cast a Spell; Frequency once per day; Effect You cast petal storm." + }, + { + "name": "Thorn Triad (Greater)", + "trait": "Magical, Spellheart, Wood", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2650", + "summary": "From each corner of this carved, triangular badge extends a long, sharp thorn. The spell DC of any spell cast by activating this item is 18.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast petal storm." + }, + { + "name": "Thorn Triad (Major)", + "trait": "Magical, Spellheart, Wood", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2650", + "summary": "From each corner of this carved, triangular badge extends a long, sharp thorn. The spell DC of any spell cast by activating this item is 18.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast petal storm." + }, + { + "name": "Thoughtwhip Claw", + "trait": "Invested, Magical, Rare, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1808", + "summary": " Abraxas teaches that minds can be robbed as surely as pockets. This tattoo of a clenched fist provides a +2 item bonus to Thievery checks. ", + "activation": "two-actions] command, envision; Frequency once per day; Effect Abraxas 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." + }, + { + "name": "Thousand-Blade Thesis", + "trait": "Extradimensional, Invested, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1081", + "summary": "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.", + "activation": "one-action] 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." + }, + { + "name": "Thousand-Pains Fulu (Blade)", + "trait": "Consumable, Fulu, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2044", + "summary": "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." + }, + { + "name": "Thousand-Pains Fulu (Burl)", + "trait": "Consumable, Fulu, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2044", + "summary": "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." + }, + { + "name": "Thousand-Pains Fulu (Icicle)", + "trait": "Consumable, Fulu, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2044", + "summary": "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." + }, + { + "name": "Thousand-Pains Fulu (Needle)", + "trait": "Consumable, Fulu, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2044", + "summary": "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." + }, + { + "name": "Thousand-Pains Fulu (Stone)", + "trait": "Consumable, Fulu, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2044", + "summary": "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." + }, + { + "name": "Thousand-Pains Fulu (Void)", + "trait": "Consumable, Fulu, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2044", + "summary": "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." + }, + { + "name": "Thrasher Tail", + "trait": "Clockwork, Kobold, Mechanical, Rare", + "item_category": "Assistive Items", + "item_subcategory": "Tails", + "bulk": "1", + "url": "/Equipment.aspx?ID=2164", + "summary": "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.", + "activation": "reaction] 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." + }, + { + "name": "Three-Pillared Yang Na", + "trait": "Divine, Invested, Rare, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3580", + "summary": "This tattoo represents an abstract tree whose trunk is made up of three lines of Tang text. Applied in a ritual involving jasmine, turmeric, and a blossom from a yang na tree, the tattoo provides three blessings. The first blessing keeps your mind still during negotiations, granting a +1 item bonus to Diplomacy checks.", + "activation": "Third Blessing [reaction] (concentrate); Trigger You take spirit damage; Effect You gain resistance 3 against that spirit damage." + }, + { + "name": "Thresholds of Truth", + "trait": "Unique", + "item_category": "Other", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=924", + "summary": "Zarmavdian's spellbook, Thresholds of Truth, was once a straightforward treatise on arcane and occult lore containing several useful spells. It's been so heavily annotated, however, that the original text is hard to read. It's clear that Zarmavdian wanted to prevent eldritch creatures from manipulating innocent minds, but his spellbook is a treasure trove for those seeking dangerous or inscrutable lore. The bookseller Morlibint currently keeps this book in his collection at Odd Stories. Thresholds of Truth provides access to the Eldritch Researcher archetype and contains the following spells." + }, + { + "name": "Thrice-Fried Mudwings", + "trait": "Abjuration, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=1315", + "summary": "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.", + "activation": "reaction] 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." + }, + { + "name": "Thrower's Bandolier", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2313", + "summary": "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.", + "activation": "two-actions] (concentrate, manipulate); Effect All weapons attuned to the bandolier, not including any weapons you're currently wielding, return to the bandolier." + }, + { + "name": "Throwing Shield", + "trait": "Adjustment, Uncommon", + "item_category": "Adjustments", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1561", + "summary": "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." + }, + { + "name": "Thumper Snare", + "trait": "Auditory, Clockwork, Consumable, Mechanical, Rare, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2673", + "summary": "This small box contains a clockwork mechanism that rhythmically thumps the ground, allowing creatures with tremorsense to detect it at up to double their usual range. The mechanism can be wound to thump anywhere from 1 round to 1 minute before falling into useless components." + }, + { + "name": "Thunder Helm", + "trait": "Conjuration, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1593", + "summary": "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 Mana Wastes, and these items continue to be crafted to this day.", + "activation": "two-actions] 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." + }, + { + "name": "Thunder Snare", + "trait": "Auditory, Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=577", + "summary": "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." + }, + { + "name": "Thunderbird Tuft (Greater)", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1011", + "summary": "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.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Thunderbird Tuft (Lesser)", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1011", + "summary": "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.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Thunderbird Tuft (Major)", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1011", + "summary": "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.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Thunderbird Tuft (Moderate)", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1011", + "summary": "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.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Thunderblast Slippers", + "trait": "Invested, Magical, Sonic", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2331", + "summary": "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.", + "activation": "two-actions] (concentrate, manipulate); 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." + }, + { + "name": "Thunderblast Slippers (Greater)", + "trait": "Invested, Magical, Sonic", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2331", + "summary": "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.", + "activation": "two-actions] (concentrate, manipulate); 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." + }, + { + "name": "Thundering", + "trait": "Magical, Sonic", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2850", + "summary": "A thundering 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 must succeed at a DC 24 Fortitude save or be deafened for 1 minute (or 1 hour on a critical failure)." + }, + { + "name": "Thundering (Greater)", + "trait": "Magical, Sonic", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2850", + "summary": "A thundering 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 must succeed at a DC 24 Fortitude save or be deafened for 1 minute (or 1 hour on a critical failure)." + }, + { + "name": "Thurible of Revelation (Greater)", + "trait": "Divine", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3033", + "summary": "This brass censer dangles on a length of chain. Most thuribles of revelation are adorned with swirling Empyrean text, though some are iron and feature Diabolic or Chthonian text.", + "activation": "Burn Incense [two-actions] (manipulate); Cost incense worth at least 5 gp; 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." + }, + { + "name": "Thurible of Revelation (Lesser)", + "trait": "Divine", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3033", + "summary": "This brass censer dangles on a length of chain. Most thuribles of revelation are adorned with swirling Empyrean text, though some are iron and feature Diabolic or Chthonian text.", + "activation": "Burn Incense [two-actions] (manipulate); Cost incense worth at least 5 gp; 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." + }, + { + "name": "Thurible of Revelation (Moderate)", + "trait": "Divine", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3033", + "summary": "This brass censer dangles on a length of chain. Most thuribles of revelation are adorned with swirling Empyrean text, though some are iron and feature Diabolic or Chthonian text.", + "activation": "Burn Incense [two-actions] (manipulate); Cost incense worth at least 5 gp; 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." + }, + { + "name": "Tiger Menuki", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2995", + "summary": "This tiger formed of pewter snarls viciously from your weapon's grip. When you activate the tiger, the weapon gains the forceful and sweep traits on the triggering Strike and all other Strikes for 1 minute.", + "activation": "free-action] (concentrate); Trigger You Strike with the affixed weapon" + }, + { + "name": "Time Shield Potion", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2959", + "summary": "This purple potion has a bitter taste and seems to blur with motion. When you drink a time shield potion, you are frozen in time for 2d4 rounds. You can't act or be targeted, you become immune to all effects, and you vanish from your space; as far as the universe is concerned, you simply don't exist as long as the potion lasts. The durations of any effects targeting you when you drink the potion are suspended until it wears off.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Timeless Salts", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=3362", + "summary": "You sprinkle these salts onto a single object up to 10 cubic feet in volume and no more than 40 Bulk to preserve it for 1 week. The object doesn't decay, and effects that require the object to be fresh don't count the time passing during this duration as having elapsed. When sprinkled on a corpse, this extends the period in which a creature can be revived by magic as well as the wait time required before a corpse can be targeted again with talking corpse. The salts prevent ordinary pests from consuming the target (such as maggots for a corpse or moths for a piece of clothing). Any creature can use an Interact action to disperse the salts from an unattended object and end this effect.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Timepiece (Desktop Clock)", + "trait": "Clockwork, Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=1159", + "summary": "Desktop clocks have been designed to be small enough to only take up a quarter of a typical writing desk's surface area, but they're still too bulky and heavy to be lugged around casually." + }, + { + "name": "Timepiece (Grand Clock)", + "trait": "Clockwork, Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "16", + "url": "/Equipment.aspx?ID=1159", + "summary": "These towering, ten-foot-tall clocks have been painstakingly handcrafted by skilled artisans and feature loud chimes that can be heard hourly throughout a manor. Owners of grand clocks usually tend to display them prominently in a study, lounge area, or foyer." + }, + { + "name": "Timepiece Standard", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3918", + "summary": "This magical banner seems to impossibly be made from many turning gears that encourage viewers to keep perfect time. Whenever you or an ally within the banner’s aura uses the Delay or Ready action, you or the ally gain 5 temporary Hit Points that last for 1 minute and then become immune to this effect for 10 minutes." + }, + { + "name": "Timpani of Panic", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3949", + "summary": "This fine copper kettledrum has a dark skin stretched over it, and the tension rods are stained a dark red. This drum grants you a +2 item bonus to Performance checks while playing music with the instrument.", + "activation": "Sustain Dread [one-action] (auditory, emotion, fear, manipulate, mental); Frequency once per day; Effect You beat a march on the timpani that continuously increases in tempo. Enemies within a 30-foot emanation must attempt a DC 26 Will save." + }, + { + "name": "Tin (Ingot)", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1766", + "summary": "" + }, + { + "name": "Tin Cobra", + "trait": "Clockwork, Consumable, Mechanical, Poison, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1134", + "summary": "This clockwork cobra activates when a creature enters its square, at which point it lashes out and spits venom, dealing 3d6 poison damage. The target must attempt a DC 21 Fortitude save." + }, + { + "name": "Titan's Grasp", + "trait": "Apex, Evocation, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1082", + "summary": "These bronze gauntlets each have a small red gem embedded in the wrist. You gain a +3 item bonus to Athletics checks and a +1 circumstance bonus to Athletics checks to Grapple. If you successfully Grapple an enemy that's at least one size category larger than you, the gauntlets dig into it, dealing bludgeoning damage equal to your Strength modifier, plus an additional 2d6 on a critical success.", + "activation": "one-action] Interact (sonic); Frequency once per day; Requirements You have two hands free; Effect You clap the gauntlets together with a thunderous crack that deals 6d10 sonic damage in a 30-foot emanation. Each creature in the area must attempt a DC 35 Fortitude save." + }, + { + "name": "Titan's Standard", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3919", + "summary": "This magical banner stands largest on any battlefield. While holding a titan’s standard , you can use the following ability. ", + "activation": "Titan’s Stature [one-action] (concentrate); Frequency once per minute; Effect The magical banner causes a rapid surge of growth. A Medium or smaller ally within the banner’s aura becomes Large for 1 round. Its equipment grows with it but returns to its natural size afterwards. While Large, the ally is clumsy 1, and its reach increases by 5 feet (or by 10 feet if it started out Tiny)." + }, + { + "name": "Titanic Stomper", + "trait": "Rare", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=34", + "summary": "Among the most dangerous vehicles created in Ustalav with a mix of magic and the new Stasian technology, a titanic stomper is shaped like a long sinuous lizard or behir with carefully placed Stasian coils and eight big stomping legs. Titanic stompers were meant to devastate the armies of the undead. Only two exist, making them almost unique, and the means to create more have been stymied, as some of the crucial inventors were killed in the process of attempting to design a follow-up technology, a smaller but more powerful suit of mechanized armor called the Grobelarch that ultimately went berserk and killed its creators." + }, + { + "name": "Tlil Mask", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2356", + "summary": "Colorful, beaded tlil masks are commonly found on the distant continent of Arcadia, but trade between the two regions means that they can also be found in the Mwangi Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties.", + "activation": "one-action] (concentrate); Frequency once per day; Effect Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can't be concealed from you due to living plants, such as small trees, vines, and grass. This vision also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute." + }, + { + "name": "Tlil Mask (Greater)", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2356", + "summary": "Colorful, beaded tlil masks are commonly found on the distant continent of Arcadia, but trade between the two regions means that they can also be found in the Mwangi Expanse as curiosities. These masks usually bear floral patterns and attune your senses to plants of all varieties.", + "activation": "one-action] (concentrate); Frequency once per day; Effect Your vision up to 60 feet sees through small amounts of living plant matter as though it were transparent. While this effect is active, creatures can't be concealed from you due to living plants, such as small trees, vines, and grass. This vision also prevents them from Hiding or Sneaking past you using only living plants for concealment or cover. Other than the inability to use the cover to Hide or Sneak, this ability doesn't prevent plants from providing cover to creatures or blocking line of effect. It also doesn't allow you to see through dead plant matter, such as the wooden walls of a building, or thick plant matter, such as the walls of a dungeon built entirely inside an enormous living tree. The effect lasts for 1 minute." + }, + { + "name": "Toad Tears", + "trait": "Alchemical, Consumable, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=650", + "summary": "Toad tears can be mixed with any other foodstuff or drink, but the poison can also be ingested as is. The process of refining giant toad poison lessens its deadly qualities, and as a result, toad tears are rarely directly fatal. Yet those who are exposed to toad tears often lose control of their actions, making it a dangerous poison nevertheless.", + "activation": "one-action] Interact" + }, + { + "name": "Toadskin Salve", + "trait": "Alchemical, Consumable, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1277", + "summary": "This thick, oily salve reacts with the air to exude a toxic mucus when applied to skin. Once it's applied, you can activate the salve in one of the two ways detailed below. After either reaction has been used, the remaining mucus loses its reactive properties and falls away as the effect ends. You can only have one dose applied at a time. If you don't use either reaction, after 10 minutes, the mucus flakes away and the effect ends.", + "activation": "reaction] Interact; Trigger You are hit with a melee attack that deals physical damage; Effect The mucus dulls the blow, granting you resistance 3 to physical damage against the triggering attack." + }, + { + "name": "Toadskin Salve (Greater)", + "trait": "Alchemical, Consumable, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1277", + "summary": "This thick, oily salve reacts with the air to exude a toxic mucus when applied to skin. Once it's applied, you can activate the salve in one of the two ways detailed below. After either reaction has been used, the remaining mucus loses its reactive properties and falls away as the effect ends. You can only have one dose applied at a time. If you don't use either reaction, after 10 minutes, the mucus flakes away and the effect ends.", + "activation": "reaction] Interact; Trigger You are hit with a melee attack that deals physical damage; Effect The mucus dulls the blow, granting you resistance 3 to physical damage against the triggering attack." + }, + { + "name": "Toadskin Salve (Major)", + "trait": "Alchemical, Consumable, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1277", + "summary": "This thick, oily salve reacts with the air to exude a toxic mucus when applied to skin. Once it's applied, you can activate the salve in one of the two ways detailed below. After either reaction has been used, the remaining mucus loses its reactive properties and falls away as the effect ends. You can only have one dose applied at a time. If you don't use either reaction, after 10 minutes, the mucus flakes away and the effect ends.", + "activation": "reaction] Interact; Trigger You are hit with a melee attack that deals physical damage; Effect The mucus dulls the blow, granting you resistance 3 to physical damage against the triggering attack." + }, + { + "name": "Toll", + "trait": "", + "item_category": "Services", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2769", + "summary": "" + }, + { + "name": "Tome of Dripping Shadows", + "trait": "Grimoire, Illusion, Magical, Rare, Shadow", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2680", + "summary": "This book constantly drips evanescent tendrils of shadow that seethe and writhe. The tendrils have a will of their own, retreating from light sources and curling toward darkness. While you hold the tome, you gain darkvision; if you already have darkvision, you gain greater darkvision instead.", + "activation": "reaction] envision; Frequency once per day; Trigger A target of a shadow spell you prepared from the grimoire critically fails a saving throw against the spell; Effect You recall a fragment of the shadow magic that suffuses your target and wrap it around yourself like a caul. The triggering creature's saving throw result is a failure, not a critical failure. For the next minute, you become concealed to all creatures and you are hidden from the triggering creature, regardless of what precise sense it has. If you use a hostile action against the triggering creature, you become only concealed to it (rather than hidden) at the end of the hostile action." + }, + { + "name": "Tome of Restorative Cleansing (Greater)", + "trait": "Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2183", + "summary": "This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes.", + "activation": "free-action] (concentrate, healing, vitality); Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally; Effect Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour." + }, + { + "name": "Tome of Restorative Cleansing (Lesser)", + "trait": "Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2183", + "summary": "This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes.", + "activation": "free-action] (concentrate, healing, vitality); Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally; Effect Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour." + }, + { + "name": "Tome of Restorative Cleansing (Moderate)", + "trait": "Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2183", + "summary": "This book is dark blue on the night of the new moon, gradually shifting to bright red as the moon waxes.", + "activation": "free-action] (concentrate, healing, vitality); Frequency once per day; Requirements Your last action was to cast a spell prepared from this grimoire, and the spell removed a harmful condition or affliction from yourself or an ally; Effect Choose one creature whose condition was removed by the required spell. Depending on the version, that creature gains a number of temporary Hit Points that last for 1 hour." + }, + { + "name": "Tome of Scintillating Sleet", + "trait": "Cold, Grimoire, Primal", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2184", + "summary": "The first 12 pages of this tome tell the same story in two languages: 6 pages in Skald and 6 pages in the ancient Jotun dialect used by saumen kar, a species of ice-dwelling humanoids. The story is a tale of a saumen kar stricken with snow blindness after spending too long under the sun building snow giants.", + "activation": "free-action] (concentrate); Frequency once per day; Effect If your next action is to cast a cold spell that deals damage, all creatures damaged by the spell are also dazzled for 3 rounds by light refracting and reflecting within and around the spell's chilling effects. If an affected creature critically failed its save against the required spell, or if you critically succeeded on your spell attack roll against the creature, it's instead blinded for 1 round and then dazzled for 3 rounds." + }, + { + "name": "Tool (Long)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2759", + "summary": "This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that's appropriate or adjusts the damage if needed." + }, + { + "name": "Tool (Short)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2759", + "summary": "This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that's appropriate or adjusts the damage if needed." + }, + { + "name": "Toolkit of Bronze Whispers", + "trait": "Divine, Intelligent, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2402", + "summary": "Sacred to the faith of Brigh , a toolkit of bronze whispers has been used with such devotion it has developed a consciousness and personality that …" + }, + { + "name": "Tooth and Claw Tattoo", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2219", + "summary": "This tattoo resembles an animal's fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the Diplomacy skill with animals of that kind. This tattoo is usually located on the body part or parts it's meant to transform—on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on.", + "activation": "two-actions] (concentrate, polymorph); Effect The tattoo casts 3rd-rank animal form to transform you into the animal that matches your tattoo." + }, + { + "name": "Tooth and Claw Tattoo (Greater)", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2219", + "summary": "This tattoo resembles an animal's fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the Diplomacy skill with animals of that kind. This tattoo is usually located on the body part or parts it's meant to transform—on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on.", + "activation": "two-actions] (concentrate, polymorph); Effect The tattoo casts 3rd-rank animal form to transform you into the animal that matches your tattoo." + }, + { + "name": "Tooth and Claw Tattoo (Major)", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2219", + "summary": "This tattoo resembles an animal's fangs, claws, or similar natural weapons, letting you wield such weapons and turn into the same beast. When you receive the tattoo, choose the animal from among the following: ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can ask questions of, receive answers from, and use the Diplomacy skill with animals of that kind. This tattoo is usually located on the body part or parts it's meant to transform—on the back of the hands for claws, around the mouth for jaws, on the forehead for horns, and so on.", + "activation": "two-actions] (concentrate, polymorph); Effect The tattoo casts 3rd-rank animal form to transform you into the animal that matches your tattoo." + }, + { + "name": "Toothwort Extract", + "trait": "Additive 1, Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Plants", + "bulk": "L", + "url": "/Equipment.aspx?ID=1662", + "summary": "Originally used in dental procedures, toothwort numbs the gums by deadening nerves. When the oils are extracted and distilled, toothwort has a secondary reputation among alchemists for enhancing the duration of poisons. When adding toothwort extract to an alchemical poison, you can extend the maximum duration of the poison by 1 round.", + "activation": "free-action] ; Trigger You use Quick Alchemy to craft an alchemical poison that's at least 1 level lower than your advanced alchemy level." + }, + { + "name": "Toothy Knife", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3896", + "summary": "This jagged bit of metal is pitted and worn but wickedly sharp. The DC of the flat check to end persistent bleed damage dealt by a weapon under the effects of a toothy knife is 17 (or 12 with appropriate assistance). This bleeding still typically ends on its own after 1 minute, as normal.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Topology Protoplasm", + "trait": "Consumable, Magical, Oil, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=1035", + "summary": "This slimy gel wriggles to the touch, as if covered by a multitude of imperceptible cilia. If applied to a creature or object no larger than 7 feet in any dimension, the protoplasm shifts it into an ooze-like state for 1 minute, allowing the subject to squash and stretch harmlessly. In this state, a creature that attempts a check to Squeeze uses the outcome one degree of success better than it rolls and can move its full Speed while Squeezing, and an object can fit through a space 2 feet across. One vial can cover a creature or object of up to Large size, but as each vial is made from a specific ooze, multiple vials can't be combined together to cover a larger object, as the two gels simply negate each other.", + "activation": "one-action] Interact" + }, + { + "name": "Torch", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2760", + "summary": "A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage." + }, + { + "name": "Tornado Trompo", + "trait": "Air, Evocation, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1741", + "summary": "Various runes are carved along the entirety of this wooden top. Spinning the top requires wrapping a thick string around its base and pulling the string in a vigorous motion. Wrapping a string and pulling the string each require an Interact action. The top's magic is connected to the power of the wind, which becomes evident when placed on a surface as it hovers in place.", + "activation": "two-actions] command, Interact; Frequency once per day; Requirements A string is wrapped around the top; Effect You call upon the top's power and give the string a powerful pull. The top travels across the ground in a 120-foot line. As it does, it unleashes a powerful vortex of winds, becoming a tornado temporarily. This tornado has the effects of whirlwind except that it's not limited by being used outside or in a cramped space and can't be sustained. Creatures in the tornado's path must attempt a DC 38 Reflex save to determine the effects of the tornado. The tornado ends after traveling its full distance, causing any creatures that rose in the air due to a failed save to begin falling immediately." + }, + { + "name": "Torrent Snare", + "trait": "Consumable, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=579", + "summary": "You pile waterlogged plants or access a nearby source of water to rain down on a Medium or smaller creature that enters the snare’s square. When a creature enters the square, the snare’s square and all adjacent squares become slippery difficult terrain, and the triggering creature must attempt a DC 19 Reflex saving throw, with the following effects." + }, + { + "name": "Torrent Spellgun (Greater)", + "trait": "Attack, Consumable, Magical, Spellgun, Water", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2128", + "summary": "Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun's type, then disintegrates into sand.", + "activation": "two-actions] Strike" + }, + { + "name": "Torrent Spellgun (Lesser)", + "trait": "Attack, Consumable, Magical, Spellgun, Water", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2128", + "summary": "Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun's type, then disintegrates into sand.", + "activation": "two-actions] Strike" + }, + { + "name": "Torrent Spellgun (Major)", + "trait": "Attack, Consumable, Magical, Spellgun, Water", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2128", + "summary": "Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun's type, then disintegrates into sand.", + "activation": "two-actions] Strike" + }, + { + "name": "Torrent Spellgun (Moderate)", + "trait": "Attack, Consumable, Magical, Spellgun, Water", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2128", + "summary": "Carved of seashell, a torrent spellgun is damp to the touch, and seaweed wraps around its grip. You Activate the spellgun by aiming it at one creature and making your choice of a spell attack roll or a firearm attack roll against the target's AC. This spellgun has a range increment of 30 feet. The spellgun blasts a powerful jet of water that deals bludgeoning damage based on the spellgun's type, then disintegrates into sand.", + "activation": "two-actions] Strike" + }, + { + "name": "Toshigami Blossom", + "trait": "Intelligent, Invested, Primal, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2403", + "summary": "An encounter with a toshigami , the enigmatic kami who protect cherry trees, is rare, though often sought after and treasured by those who achieve …", + "activation": "one-action] (concentrate); Frequency once per minute; Effect The blossom sends a flurry of cherry blossoms outward in a 20-foot burst that lasts 1 round. You and your allies can see through these blossoms. To all other creatures, creatures within the cloud of blossoms become concealed, and creatures outside the cloud become concealed to creatures within it. When you or an ally succeeds with a Strike against a creature in the blossoms, the Strike deals an additional 1d6 mental damage and an additional 1d6 void damage to living creatures, or an additional 1d6 vitality damage to undead." + }, + { + "name": "Toxic Blood", + "trait": "Graft, Invested, Magical, Poison", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3192", + "summary": "Your blood flows with tetrodotoxin or a similar toxin, poisoning enemies who dare to bite you. Creatures that damage you with an attack using their …" + }, + { + "name": "Toxic Effluence", + "trait": "Alchemical, Consumable, Contact, Poison, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2676", + "summary": "This dark green sludge has a caustic scent and gritty texture. Capable of entering the body through contact with flesh, toxic effluence becomes harmful once it hits the bloodstream, where it causes internal chemical burns, intense pain, and muscle spasms.", + "activation": "two-actions] Interact" + }, + { + "name": "Toy Carriage", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1342", + "summary": "A miniature toy carriage is carved from wood and has fully functioning wheels. It can vary in size from 2 to 8 inches long, too small for even Tiny creatures to ride. If pushed or propelled, obstacles and terrain might slow, stop, tip, or divert the carriage's course." + }, + { + "name": "Toy Carriage (Windup)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1342", + "summary": "A miniature toy carriage is carved from wood and has fully functioning wheels. It can vary in size from 2 to 8 inches long, too small for even Tiny creatures to ride. If pushed or propelled, obstacles and terrain might slow, stop, tip, or divert the carriage's course." + }, + { + "name": "Tracker's Goggles", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3113", + "summary": "These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to Survival checks to Sense Direction and Track. If you fail a check to Track, you can try again after 30 minutes rather than an hour." + }, + { + "name": "Tracker's Goggles (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3113", + "summary": "These lenses of forest-green glass are bound in rough leather stitched with crude twine. While wearing these goggles, you gain a +1 bonus to Survival checks to Sense Direction and Track. If you fail a check to Track, you can try again after 30 minutes rather than an hour." + }, + { + "name": "Tracker's Stew", + "trait": "Alchemical, Consumable, Processed", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1933", + "summary": "Alchemical reagents add punch to tracker's stew: a rich, fiery mixture of tomatoes, ground nuts, onions, and tubers, often with poultry added. It's usually served with or over rice or noodles. Once you've eaten the stew, it improves your ability to sense and follow tracks for 24 hours or until you make your next daily preparations, whichever comes first. You gain a +1 item bonus to Survival checks to Cover Tracks and Track. You can do either while moving at full speed or both while moving at half speed.", + "activation": "minutes (manipulate)" + }, + { + "name": "Tracking Fulu", + "trait": "Abjuration, Consumable, Fulu, Magical", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=985", + "summary": "Used covertly by assassins and spies, this pair of fulus stick to one another when created but can be easily separated. Affix one fulu to a target before activating its pair. When activated, the unaffixed fulu flutters toward the affixed one at a speed of 30 feet per round, traveling for up to 1 hour and fluttering more rapidly the closer it comes to its pair. The unaffixed fulu always moves in a straight line towards the affixed fulu; it can't solve mazes or find its way through winding paths.", + "activation": "free-action] envision" + }, + { + "name": "Tracking Tag", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3252", + "summary": "Small and unobtrusive tags made from a durable material, often leather or hardwood, tracking tags are attached to wild animals, usually by a collar, to track their movements. They also serve as a way to let others know that someone is keeping track of this animal. Each tag is also inscribed with a unique label so individual creatures can be more easily identified among a herd." + }, + { + "name": "Trackless", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2304", + "summary": "Trackless runes are common among hunters and trappers, as well as thieves and anyone fleeing pursuit. While wearing trackless footwear, you are continuously affected by the vanishing tracks spell.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect You extend the effect of your rune out to a 20-foot emanation. The emanation remains for 8 hours, affecting up to 10 creatures of your choice within the area. You can Dismiss this effect." + }, + { + "name": "Trackless (Greater)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2304", + "summary": "Trackless runes are common among hunters and trappers, as well as thieves and anyone fleeing pursuit. While wearing trackless footwear, you are continuously affected by the vanishing tracks spell.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect You extend the effect of your rune out to a 20-foot emanation. The emanation remains for 8 hours, affecting up to 10 creatures of your choice within the area. You can Dismiss this effect." + }, + { + "name": "Tradecraft Tattoo", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2220", + "summary": "Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they take the form of artistic patterns or depict tools of the trade, such as anvils, paintbrushes, or trowels. You gain a +2 item bonus to Crafting checks. Furthermore, when you roll a critical failure on a Crafting check to Earn Income, treat it as a failure instead.", + "activation": "minute (concentrate, manipulate); Frequency once per day; Effect The tattoo casts creation. You choose the item and its appearance, and whether the spell is 4th or 5th rank." + }, + { + "name": "Tradecraft Tattoo (Greater)", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2220", + "summary": "Crafters choose tattoos that represent their dedication and skill in their chosen field. Such tattoos might adorn the arm, fingers, or eyes, and they take the form of artistic patterns or depict tools of the trade, such as anvils, paintbrushes, or trowels. You gain a +2 item bonus to Crafting checks. Furthermore, when you roll a critical failure on a Crafting check to Earn Income, treat it as a failure instead.", + "activation": "minute (concentrate, manipulate); Frequency once per day; Effect The tattoo casts creation. You choose the item and its appearance, and whether the spell is 4th or 5th rank." + }, + { + "name": "Traitor's Ring", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1630", + "summary": "This ring has a thick band supporting a square-cut gem that can be customized to the buyer's preference. The thickness of the band allows it to be taken to any jeweler or blacksmith to be adjusted to different hands or fingers from the original make. There is a tiny clasp at the side of the gem that, when pressed, opens the gem, revealing a small, hinged compartment. This compartment is designed to hold one dose of poison, allowing wearers to slip the contents of the ring into the food or drink of an intended target. The compartment can be closed again by gently pressing the gem back into place. Noticing the compartment requires a DC 15 Perception check for anyone inspecting the ring." + }, + { + "name": "Transportation (Caravan)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Transportation", + "bulk": "", + "url": "/Equipment.aspx?ID=2770", + "summary": "The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible." + }, + { + "name": "Transportation (Carriage)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Transportation", + "bulk": "", + "url": "/Equipment.aspx?ID=2770", + "summary": "The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible." + }, + { + "name": "Transportation (Ferry or Riverboat)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Transportation", + "bulk": "", + "url": "/Equipment.aspx?ID=2770", + "summary": "The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible." + }, + { + "name": "Transportation (Sailing Ship)", + "trait": "", + "item_category": "Services", + "item_subcategory": "Transportation", + "bulk": "", + "url": "/Equipment.aspx?ID=2770", + "summary": "The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible." + }, + { + "name": "Transposition Ammunition", + "trait": "Conjuration, Consumable, Magical, Teleportation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1286", + "summary": "Transposition ammunition has a milky-white cast and will sometimes shift position subtly of its own accord. When you activate the ammunition, instead of making your Strike against a foe, you fire transposition ammunition at any unoccupied square you can see within your weapon's first range increment and succeed without making an attack roll. You pull yourself through the Astral Plane, teleporting along with any items you are holding into the square where you shot the ammunition. If this would carry along any other creature (even one in an extradimensional space), the activation fails.", + "activation": "two-actions] Interact" + }, + { + "name": "Transposition Ammunition (Greater)", + "trait": "Conjuration, Consumable, Magical, Teleportation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1286", + "summary": "Transposition ammunition has a milky-white cast and will sometimes shift position subtly of its own accord. When you activate the ammunition, instead of making your Strike against a foe, you fire transposition ammunition at any unoccupied square you can see within your weapon's first range increment and succeed without making an attack roll. You pull yourself through the Astral Plane, teleporting along with any items you are holding into the square where you shot the ammunition. If this would carry along any other creature (even one in an extradimensional space), the activation fails.", + "activation": "two-actions] Interact" + }, + { + "name": "Traveler's Any-Tool", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3034", + "summary": "Before it's activated, this item appears to be an ash rod capped with steel on either end. ", + "activation": "Tap [two-actions] (concentrate, manipulate); Effect You imagine a specific simple tool, and the any-tool transforms into it. (Usually, you can choose from a tool listed in the gear from Player Core). This transforms the wooden portion into any haft and the metal caps into spades, hammer heads, or the like, allowing for most basic tools but nothing more complex. You can return the item to its rod form with an Interact action." + }, + { + "name": "Traveler's Chair", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "Mobility Devices", + "bulk": "3", + "url": "/Equipment.aspx?ID=1356", + "summary": "This wheelchair is tailored for frequent adventures and travels. The design is sleek and fashionable to provide excellent comfort and support. A …" + }, + { + "name": "Traveler's Cloak", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1558", + "summary": "These cloaks are designed to accommodate long treks through various climates. Traveler's cloaks for hot climates might be bleached white and created from lighter materials, while those intended for cold climates are made of thicker materials and have linings intended to retain heat. While wearing a traveler's cloak for the appropriate type of weather, increase the time it takes to become fatigued from temperature effects by 2 hours. A traveler's cloak has no effect at extreme or incredible temperatures." + }, + { + "name": "Traveler's Fulu", + "trait": "Consumable, Divination, Fulu, Magical, Rare, Talisman", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=2693", + "summary": "This fulu shows a series of constellations and arrows depicting astronomical movements through the night sky. When you activate a traveler's fulu, the magic infuses your mind with sensations of deja vu, as if you'd been in this region before. You gain a success on the triggering check.", + "activation": "free-action] envision; Trigger You critically fail an attempt to Sense Direction; Requirements You're trained in Survival" + }, + { + "name": "Traveling Companion's Chair", + "trait": "Companion", + "item_category": "Assistive Items", + "item_subcategory": "Animal Companion Mobility Aids", + "bulk": "1", + "url": "/Equipment.aspx?ID=2148", + "summary": "This more robust assembly is well suited for longer travel and all manner of adventuring. As with the traveler's chair, small mechanisms built into the wheels and support struts allow the user to traverse up and down stairs without any additional difficulty (though moving up stairs is still difficult terrain, just like for other adventurers) and move without additional difficulty through ladders, uneven ground, and other common adventuring terrain." + }, + { + "name": "Treats (Standard)", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animal Caretaking Gear", + "bulk": "", + "url": "/Equipment.aspx?ID=1705", + "summary": "" + }, + { + "name": "Treats (Unique)", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animal Caretaking Gear", + "bulk": "", + "url": "/Equipment.aspx?ID=1705", + "summary": "" + }, + { + "name": "Tremorsensors", + "trait": "Adjustment, Mechanical, Uncommon", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2168", + "summary": "These small, metallic devices resemble squashed spheres. They each contain a tiny gyroscope that's incredibly sensitive to vibrations in the earth. While typically worn on one's footwear, the device can be affixed to any part of your armor.", + "activation": "free-action] (manipulate); Frequency once per day; Effect You stomp a foot, clap your hands, or create some other source of sound, gaining tremorsense as an imprecise sense with a range of 20 feet for the next 10 minutes." + }, + { + "name": "Triangular Teeth", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2221", + "summary": "Rows of triangles symbolizing shark teeth protect you from danger and enable you to take fierce retaliation against those who try to harm you. Seafarers, especially those on the seas of Minata, wear these tattoos in patterns, with multiple rows of regular triangles. You gain a +1 item bonus to Survival checks to navigate bodies of water.", + "activation": "reaction] (concentrate); Frequency once per day; Trigger You would be hit by an attack against your AC; Effect You gain a +1 circumstance bonus to AC against the attack, or a +2 circumstance bonus if the attacker is in water or has the amphibious, aquatic, or water trait. Whether the attack hits or misses, you gain a +2 status bonus to damage with the next Strike you make against the attacker before the end of your next turn." + }, + { + "name": "Trickster's Mandolin", + "trait": "Coda, Occult, Staff", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "L", + "url": "/Equipment.aspx?ID=2271", + "summary": "Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to Deception and Performance checks.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Trickster's Mandolin (Greater)", + "trait": "Coda, Occult, Staff", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "L", + "url": "/Equipment.aspx?ID=2271", + "summary": "Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to Deception and Performance checks.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Trickster's Mandolin (Major)", + "trait": "Coda, Occult, Staff", + "item_category": "Staves", + "item_subcategory": "Coda", + "bulk": "L", + "url": "/Equipment.aspx?ID=2271", + "summary": "Sought after by many unscrupulous bards, this instrument is surprisingly light and easy to carry, but also empowered with a number of spells carefully selected to help with fooling others or making a hasty retreat. While playing the mandolin, you gain a +1 item bonus to Deception and Performance checks.", + "activation": "Cast a Spell; Effect You expend a number of charges from this instrument to cast a spell from its list." + }, + { + "name": "Tricky Liniment", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=3401", + "summary": "This greenish, persistent grease can be applied to armor to make it extremely slippery for 8 hours, granting the wearer a +2 item bonus to Acrobatics checks to Escape or to Squeeze.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Trident of Lightning", + "trait": "Consumable, Electricity, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3005", + "summary": "This item looks like a normal trident carved with Gozren motifs. If thrown without being activated, it wobbles in the air and fails to strike true. When you Activate the trident, the carvings crackle with electricity. You then hurl the trident. It shatters immediately after leaving your hand and unleashes its magic as a 4th-rank lightning bolt originating from your space. The bolt deals 5d12 electricity damage and has a basic Reflex save DC of 25.", + "activation": "two-actions] (concentrate, manipulate)" + }, + { + "name": "Trinity Geode", + "trait": "Earth, Evocation, Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1017", + "summary": "The crystal chamber within this split geode is divided into three lobes of equal size. The spell DC of any spell cast by Activating this item is 17. …", + "activation": "Cast a Spell; Frequency once per day; Effect You cast spike stones." + }, + { + "name": "Trinity Geode (Greater)", + "trait": "Earth, Evocation, Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1017", + "summary": "The crystal chamber within this split geode is divided into three lobes of equal size. The spell DC of any spell cast by Activating this item is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast spike stones." + }, + { + "name": "Trinity Geode (Major)", + "trait": "Earth, Evocation, Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1017", + "summary": "The crystal chamber within this split geode is divided into three lobes of equal size. The spell DC of any spell cast by Activating this item is 17.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast spike stones." + }, + { + "name": "Trip Snare", + "trait": "Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3389", + "summary": "You set a cunning wire to trip a creature. A Medium or smaller creature that enters this snare's square must attempt a DC 21 Reflex save. If you …" + }, + { + "name": "Tripline Arrow", + "trait": "Conjuration, Consumable, Magical, Rare", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1754", + "summary": "This arrow unspools a line of wire as its flies at its target. The wire animates as it hits a target and attempts to wrap around its legs before vanishing a moment later. If you can apply the bow's critical specialization effect, you can choose to knock the target prone instead of pinning the target. If you cannot apply the bow's critical specialization effect, you can instead attempt to use the arrow to Trip with the Athletics skill as if the bow had the trip weapon trait. The arrow's unwieldy nature halves its weapon's range increment." + }, + { + "name": "Tripod", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1207", + "summary": "Tripods are designed for use with kickback weapons, as a way for gunslingers with lower strength to accurately use these more powerful weapons by sacrificing mobility instead. They can be set up and attached to a firearm with a single Interact action using one hand, setting the tripod in your square. While this sturdy piece of engineering is in use, you don't take the –2 penalty for firing a kickback weapon, even if your Strength isn't high enough to avoid the penalty. However, you must retrieve the tripod with a single Interact action before you can move the firearm to a different position. Normally, when you're hidden or undetected, you become observed if you do anything except Hide, Sneak, or Step. However, deploying or retrieving a tripod with an Interact action doesn't automatically make you observed, so long as you don't set up or remove the tripod when it's in a spot where creatures can see the tripod itself." + }, + { + "name": "Triton's Conch", + "trait": "Magical, Transmutation", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=269", + "summary": "If you put this large opalescent conch shell to your ear, you can hear the sound of the roaring sea crashing against the shore. ", + "activation": "one-action] Interact (auditory); Effect You can raise the conch to your lips and blow into it, letting out a long, rumbling note. For the next minute, you and all allies who were within 30 feet of you when you activated the conch gain a +2 item bonus to Athletics checks to Swim and can breathe under water." + }, + { + "name": "Troll Hide", + "trait": "Alchemical, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "2", + "url": "/Equipment.aspx?ID=1986", + "summary": "Tissue from a living forest troll has been integrated through this hide armor. This armor has two organic receptacles on its back that can each hold a single elixir of life. One elixir takes 3 Interact actions to install. For the armor to function properly, each elixir must be the same level.", + "activation": "one-action] (manipulate); Requirements Two elixirs of life are installed in the armor; Effect Regenerating tissue from the armor fills your wounds for 8 rounds. At the start of each of your turns, you regain Hit Points equal to the level of the loaded elixirs. Each time you regain at least 13 Hit Points from the armor, you regrow one damaged or ruined organ. During a round that you regain 9 or more Hit Points from the armor, you can reattach severed body parts by spending an Interact action to hold the body part to the area it was severed from. If you take electricity or fire damage, the armor deactivates until the end of your next turn. (Similar armor from other types of trolls might be deactivated by different damage types.) In the event the armor itself is damaged, it will restore its own Hit Points before it resumes healing you. The activation uses up the elixirs, and the armor can’t be activated again until two new ones are installed." + }, + { + "name": "Troubadour's Cap", + "trait": "Apex, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2144", + "summary": "This jaunty cap can take the form and color of any type of hat you wish upon investing the item, but it always has a peacock feather jutting out from one side. You gain a +2 item bonus to Diplomacy and Performance checks while wearing the cap. When you invest the cap, you either increase your Charisma modifer by 1 or increase it to +4, whichever would give you a higher value.", + "activation": "two-actions] (manipulate); Frequency once per day; Effect Picking the feather from your cap, you throw it toward a target, casting prismatic spray (DC 35)." + }, + { + "name": "Trudd's Strength", + "trait": "Divine, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Clan Dagger Filigrees", + "bulk": "", + "url": "/Equipment.aspx?ID=3771", + "summary": "This filigree depiction of a warhammer in front of a kiteshaped shield grants you a +1 item bonus to Athletics checks and to Intimidation checks to Coerce. Additionally, once per day, the filigree symbol can be activated to protect your allies.", + "activation": "Protect the Clan! [one-action] (concentrate); Frequency once per day; Effect Protective energy releases in a 10-foot emanation, granting a +1 status bonus to Armor Class to all allies within the area. The bonus lasts for 1 minute." + }, + { + "name": "True Name Amulet (Greater)", + "trait": "Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1083", + "summary": "This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested." + }, + { + "name": "True Name Amulet (Lesser)", + "trait": "Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1083", + "summary": "This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested." + }, + { + "name": "True Name Amulet (Major)", + "trait": "Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1083", + "summary": "This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested." + }, + { + "name": "True Name Amulet (Moderate)", + "trait": "Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1083", + "summary": "This amulet bears the true name of a single creature with a level no higher than the item's level. These amulets are typically made of gold and engraved, but could be made of anything, including simple clay. The name is clearly visible, though only to you, and only while you have the amulet invested." + }, + { + "name": "Trueshape Bomb", + "trait": "Alchemical, Bomb, Consumable, Poison, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1907", + "summary": "Concentrated wolfsbane and other anti-shapechanger reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, persistent poison damage, and poison splash damage, according to their type. If the primary target is under the effects of a morph or polymorph effect, it must succeed at a Fortitude saving throw at the bomb's listed DC, or else the effects end and the creature returns to its normal form. Targets taking persistent poison damage from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a morph or polymorph effect. The persistent damage can last up to 1 minute.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls, and the bomb deals 3d6 poison damage, 3d4 persistent poison damage, and 3 poison splash damage. The …" + }, + { + "name": "Trueshape Bomb (Greater)", + "trait": "Alchemical, Bomb, Consumable, Poison, Splash", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1907", + "summary": "Concentrated wolfsbane and other anti-shapechanger reagents fill trueshape bombs. These bombs grant an item bonus to attack rolls and deal poison damage, persistent poison damage, and poison splash damage, according to their type. If the primary target is under the effects of a morph or polymorph effect, it must succeed at a Fortitude saving throw at the bomb's listed DC, or else the effects end and the creature returns to its normal form. Targets taking persistent poison damage from this bomb must succeed at another Fortitude saving throw at the same DC to change shape using a morph or polymorph effect. The persistent damage can last up to 1 minute.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls, and the bomb deals 4d6 poison damage, 4d4 persistent poison damage, and 4 poison splash damage. The …" + }, + { + "name": "Truesight Potion", + "trait": "Consumable, Magical, Potion", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2960", + "summary": "Upon drinking this clear, refreshing potion, you can see things as they actually are. You gain the benefits of a 7th-rank truesight spell that has a counteract modifier of +25.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Trundle Wheel", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3253", + "summary": "A trundle wheel is used to measure distance. It is a wheel attached to a handle so that it rolls along the ground. The wheel is often covered with leather or a rough metal to allow better grip on a surface and ensure it maintains traction. It’s of an exact circumference, usually a yard or five feet. Each time it makes a complete rotation it makes an audible click so the user knows they have gone exactly that distance and can count the clicks to determine a longer distance traveled." + }, + { + "name": "Trustworthy Round", + "trait": "Consumable, Divination, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=1199", + "summary": "This ammunition was developed in Dongun Hold to minimize casualties to friendly fire, and is always marked by a burnished copper head or tip so it can be easily identified. Before you can fire a trustworthy round, you must call out a target. You don't need to specify a name; the target could be “The angry tiger attacking our group on the left.” The round will only hit the specified target and will turn to gossamer dust midair if it misses the intended target or comes into contact with anything else; this also prevents abilities that redirect attacks. The round doesn't have any capabilities beyond your own to determine whether someone is who you think they are, so you can't use it to determine a disguised creature's identity. If you specify a target of “Seltyiel” and shoot someone disguised as Seltyiel who you thought was Seltyiel, the attack will still hit, whereas if you were about to hit a disguised Seltyiel who you didn't recognize to be Seltyiel, the round would dissolve.", + "activation": "free-action] command" + }, + { + "name": "Trusty Helmet", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3983", + "summary": "You keep yourself protected from incoming projectiles with this sturdy steel helmet, painted brown. ", + "activation": "Hunker Down [one-action] (manipulate); Effect You hunker down, protecting your head using your helmet. You gain a +1 circumstance bonus to your AC against ranged attacks." + }, + { + "name": "Truth Potion", + "trait": "Consumable, Magical, Mental, Potion, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=2961", + "summary": "For 10 minutes after drinking this astringent potion, you can't intentionally lie and may be compelled to tell the truth. Upon drinking the potion, attempt a DC 19 Will save. You can voluntarily fail or critically fail.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Tubeworm Gland", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3193", + "summary": "Thanks to a graft from a hardy deep-sea invertebrate in your stomach, you can ingest food and water that would be toxic to others. You gain a +2 item bonus to Fortitude saving throws against ingested diseases and poisons." + }, + { + "name": "Tumbler's Belt", + "trait": "Invested, Magical, Unique", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3635", + "summary": "This sparkling purple belt was made for the youngest member of a family of jugglers and tumblers who traveled with the Crascondo Company. The thought was this would allow the child to safely participate with their elder siblings and cousins, but the belt found itself being “loaned” more and more often to dare-taking elders in the troupe. The tumbler’s belt grants a +2 item bonus to Acrobatics checks, and whenever you critically succeed at a check to Tumble Through, you gain a +10-foot item bonus to your Speed until the end of your turn. While wearing the tumbler’s belt, you’re not off-guard while you Balance.", + "activation": "reaction] Land With Grace; Frequency once per day; Trigger You're falling; Effect Treat your fall as if it were 120 feet shorter. Regardless of whether you take damage or not from the fall, you land on your feet." + }, + { + "name": "Turtle", + "trait": "", + "item_category": "Animals and Gear", + "item_subcategory": "Animals", + "bulk": "", + "url": "/Equipment.aspx?ID=1696", + "summary": "PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way." + }, + { + "name": "Tusk and Fang Chain", + "trait": "Consumable, Incapacitation, Magical, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=952", + "summary": "This length of silver chain has a tiger's fang on one end and the tip of a dire boar's tusk on the other. When you activate the chain, an ephemeral chain encircles the target creature's head and a cacophony of animal sounds clouds its mind. It must attempt a DC 35 Will save.", + "activation": "free-action] envision; Trigger You Grab or restrain a creature or become grabbed or restrained by a creature" + }, + { + "name": "Twig of Knowledge and Memory", + "trait": "Consumable, Magical, Mental, Plant, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3538", + "summary": "This tiny magic item looks like a twig from the rare mti’le tree with its swirls of reddish-gold veins through dark brown wood. Each one is unique and fits easily in the palm of a Medium-sized creature’s hand. When pressed to the temple or lips of a sentient creature, that creature can immediately attempt a check to Recall Knowledge about any subject using a corresponding skill (such as Society to Recall Knowledge about a humanoid); they gain a +1 status bonus on this check. This consumable is not immediately consumed on its first use, but can be used three times before it loses its power and becomes a mundane, if still beautiful, twig.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Twigjack Sack (Greater)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1502", + "summary": "Sharp, flexible brambles poke from this sack made of intricately intertwined plant fibers. The sack's contents creak under the strain of the tightly compressed bundle.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d6 piercing damage, 4 persistent bleed damage, and 3 piercing splash damage." + }, + { + "name": "Twigjack Sack (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1502", + "summary": "Sharp, flexible brambles poke from this sack made of intricately intertwined plant fibers. The sack's contents creak under the strain of the tightly compressed bundle.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d6 piercing damage, 1 persistent bleed damage, and 1 piercing splash damage." + }, + { + "name": "Twigjack Sack (Major)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1502", + "summary": "Sharp, flexible brambles poke from this sack made of intricately intertwined plant fibers. The sack's contents creak under the strain of the tightly compressed bundle.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d6 piercing damage, 5 persistent bleed damage, and 4 piercing splash damage." + }, + { + "name": "Twigjack Sack (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1502", + "summary": "Sharp, flexible brambles poke from this sack made of intricately intertwined plant fibers. The sack's contents creak under the strain of the tightly compressed bundle.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d6 piercing damage, 3 persistent bleed damage, and 2 piercing splash damage." + }, + { + "name": "Twilight Lantern (Greater)", + "trait": "Light, Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1451", + "summary": "This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars in a night sky. The lantern uses oil as a standard hooded lantern, except that any light the lantern emits is converted into magical light similar to moonlight. This magical moonlight is always dim light.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a beam of powerful moonlight, targeting a darkness effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +10." + }, + { + "name": "Twilight Lantern (Lesser)", + "trait": "Light, Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1451", + "summary": "This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars in a night sky. The lantern uses oil as a standard hooded lantern, except that any light the lantern emits is converted into magical light similar to moonlight. This magical moonlight is always dim light.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a beam of powerful moonlight, targeting a darkness effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +10." + }, + { + "name": "Twilight Lantern (Major)", + "trait": "Light, Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1451", + "summary": "This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars in a night sky. The lantern uses oil as a standard hooded lantern, except that any light the lantern emits is converted into magical light similar to moonlight. This magical moonlight is always dim light.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a beam of powerful moonlight, targeting a darkness effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +10." + }, + { + "name": "Twilight Lantern (Moderate)", + "trait": "Light, Magical, Transmutation, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1451", + "summary": "This elegant hooded lantern is made from onyx-black metal. In dim light, flecks of white metal speckled within the lantern's housing resemble stars in a night sky. The lantern uses oil as a standard hooded lantern, except that any light the lantern emits is converted into magical light similar to moonlight. This magical moonlight is always dim light.", + "activation": "two-actions] envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a beam of powerful moonlight, targeting a darkness effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +10." + }, + { + "name": "Twilight Tattoo", + "trait": "Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3765", + "summary": "This tattoo of a black eagle gripping a sword and arrows in its talons identifies the bearer as a member of the Twilight Talons. Agents typically keep the tattoo hidden unless they need to prove their identity to another member. The bearer gains a +1 item bonus to Deception checks.", + "activation": "Inscribe [two-actions] (concentrate, illusion, manipulate); Frequency once per day; Effect You lay your hand on a piece of text, and your tattoo makes a perfect copy of it, storing it as a ring of swirling letters surrounding the design. The tattoo can hold text equivalent to two pages of a book, a single scroll, or a similar area of other surfaces, though it doesn’t replicate any magical effect or other special properties of the original words. You can Dismiss this effect, and when you Dismiss it, the tattoo copies the original text onto a blank writing surface you’re touching." + }, + { + "name": "Twining Chains", + "trait": "Adjustment, Uncommon", + "item_category": "Adjustments", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1431", + "summary": "This set of chains is completely covered with spikes and sharp blades. Not balanced for weapon use, twining chains are instead wrapped around a user's body as a deterrent to attackers—and, for some, a fashion statement. While wearing twining chains, you gain the Thorns reaction. In addition to their dangers, twining chains' weight also increases your armor's Bulk by 1, Strength entry value by 2, and check penalty by 2." + }, + { + "name": "Twisting Twine (Greater)", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3419", + "summary": "You can activate the greater twisting twine without any frequency limit, and the Athletics modifier is +15.", + "activation": "Unravel Twine [one-action] (manipulate); Frequency once per day; Effect You toss the ball of twine into a square within 20 feet. The twine then unravels and animates, attempting to Disarm or Trip (your choice) a creature in the square with a total of +9 to the Athletics check. At the end of your turn, the twine winds itself back into a ball and returns to your hand; if you don't have a free hand, it returns to your space instead." + }, + { + "name": "Twisting Twine (Lesser)", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3419", + "summary": "This ball of hempen twine resists efforts to unravel it by hand.", + "activation": "Unravel Twine [one-action] (manipulate); Frequency once per day; Effect You toss the ball of twine into a square within 20 feet. The twine then unravels and animates, attempting to Disarm or Trip (your choice) a creature in the square with a total of +9 to the Athletics check. At the end of your turn, the twine winds itself back into a ball and returns to your hand; if you don't have a free hand, it returns to your space instead." + }, + { + "name": "Twisting Twine (Moderate)", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3419", + "summary": "You can activate the moderate twisting twine once per hour instead of once per day, and the Athletics modifier is +12.", + "activation": "Unravel Twine [one-action] (manipulate); Frequency once per day; Effect You toss the ball of twine into a square within 20 feet. The twine then unravels and animates, attempting to Disarm or Trip (your choice) a creature in the square with a total of +9 to the Athletics check. At the end of your turn, the twine winds itself back into a ball and returns to your hand; if you don't have a free hand, it returns to your space instead." + }, + { + "name": "Two-Person Submersible", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=116", + "summary": "This clockwork vehicle can travel just below the surface of the water for short periods of time to bypass enemy blockades or covertly land on enemy beaches." + }, + { + "name": "Tyrant Ampoule", + "trait": "Alchemical, Consumable, Expandable", + "item_category": "Alchemical Items", + "item_subcategory": "Bottled Monstrosities", + "bulk": "L", + "url": "/Equipment.aspx?ID=1953", + "summary": "The body of a fearsome tyrannosaurus is shrunken and contained in this bottle, its desiccated form barely constrained within the glass. The effigy of a Gargantuan tyrannosaurus forms when you open the bottle, causing devastation as it rampages. The tyrannosaurus Strides up to 40 feet. It can move through the spaces of Huge or smaller creatures and can attempt to Trample each creature whose space it enters, dealing 2d10+12 bludgeoning damage with a DC 27 basic Reflex save. It can attempt to Trample each creature only once.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Tyrant's Writ", + "trait": "Grimoire, Magical, Necromancy, Uncommon", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1801", + "summary": "A spirited debate persists among scholars on whether the eponymous tyrant of this grimoire actually refers to Tar-Baphon, the necromancer Geb, or even the goddess Urgathoa herself. This grimoire appears at first to be a series of writs that makes arrogant demands of the reader, those around them, and the universe. Anyone who gives these writings more than a cursory look realizes the writs hold spells much like any other grimoire, with the animate dead spell being particularly prominent. Tyrant's writs grants you the ability to demand more from the undead you animate.", + "activation": "free-action] envision (metamagic); Frequency once per day; Effect If your next action is to Cast a Spell to cast an animate dead spell prepared with tyrant's writs, you can choose one of the following additional benefits to grant the summoned undead." + }, + { + "name": "Umbraex Eye", + "trait": "Divination, Invested, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1787", + "summary": "Like the rest of its form, the eyes of the legendary umbraex darvakka (page 83) collapse into ashes when the creature is destroyed. Rarely, when the umbraex wishes to impart information beyond its ashen reconstitution, it ejects one of its eyes at the moment of destruction. This large orb hardens into an obsidian-like substance that swirls with captivated motes of darkness deep within. While you hold the umbraex eye, you have lifesense (imprecise) 120 feet.", + "activation": "minute (command, Interact); Frequency once per hour; Effect Name a person, event, or location and the umbraex eye shows 1 minute of relevant memory the umbraex witnessed firsthand. The events are displayed as clear images in the eye and accompanied by sound. If the umbraex has no relevant memories, the eye merely flickers with shadows." + }, + { + "name": "Umbral Wings", + "trait": "Invested, Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=1719", + "summary": "This hooded cloak is soft and surprisingly durable. Its cloth is a purple so deep as to be almost black, woven with dark blue and purple shapes suggesting wings of nocturnal creatures. While wearing the cloak, you gain low-light vision and a +1 item bonus to Seek creatures.", + "activation": "one-action] envision; Frequency once per hour; Effect You gain a fly Speed equal to your Speed until the end of your next turn. If you aren't standing on solid ground when the effect ends, you fall." + }, + { + "name": "Unbreakable Heart", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2222", + "summary": "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, 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." + }, + { + "name": "Undead Compendium", + "trait": "Divination, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1576", + "summary": "The best minds among the Magaambyan, Iomedaean, and Pharasmin Knights of Lastwall 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.", + "activation": "minutes (envision, Interact; auditory, linguistics); 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." + }, + { + "name": "Undead Detection Dye", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=1544", + "summary": "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.", + "activation": "one-action] Interact" + }, + { + "name": "Underbrush Cloak", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3984", + "summary": "This hooded cloak is lined with rough foliage, vines, and bark that never wilts or rots away. When wearing this cloak, you gain a +1 item bonus to Stealth checks when in heavily forested areas.", + "activation": "One with the Woods [two-actions] (manipulate); Frequency once per day; Effect For the next minute, you ignore any difficult terrain caused by plants and fungi, such as bushes, vines, and undergrowth." + }, + { + "name": "Undertaker's Manifest", + "trait": "Darkness, Grimoire, Magical, Shadow", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2185", + "summary": "This grim collection of spreadsheets is used both by undertakers who occasionally need to avoid the notice of their more restless clients, and by industrious necromancers looking to avoid catching the notice of cemetery guards and vigilant undertakers.", + "activation": "free-action] (concentrate); Frequency once per day; Effect If your next action is to cast a shadow or void spell, the spell’s casting is accompanied by a roiling cloud of shadow that spills out around you, creating dim light in a 30-foot emanation centered on you for the next 3 rounds. This has no effect on areas where the lighting level is already darker than dim light." + }, + { + "name": "Underwater", + "trait": "Magical, Water", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2634", + "summary": "This weapon works as well in water as it does on land. Attacks with the weapon don't take the normal penalties and restrictions for being used in water or underwater. If the weapon is capable of dealing fire damage, its fire functions underwater as well." + }, + { + "name": "Underwater Firing Mechanism", + "trait": "Magical, Uncommon", + "item_category": "Customizations", + "item_subcategory": "Firing Mechanisms", + "bulk": "", + "url": "/Equipment.aspx?ID=1224", + "summary": "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." + }, + { + "name": "Unending Itch", + "trait": "Alchemical, Consumable, Injury, Poison, Virulent", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2018", + "summary": "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.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Unending Youth", + "trait": "Conjuration, Contract, Invested, Magical, Rare", + "item_category": "Contracts", + "item_subcategory": "Thrune Contracts", + "bulk": "", + "url": "/Equipment.aspx?ID=762", + "summary": "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, Abrogail Thrune II can recite a mandatory appearance clause in your Thrune contract as a 3-action activity to summon you to her side, where you are controlled by Abrogail for 1 minute before you return.", + "activation": "two-actions] command; Frequency once per day; Effect You recite a hold harmless provision from your Thrune contract. Reduce your doomed value to 0. Abrogail Thrune II is immediately made aware that you have used this ability." + }, + { + "name": "Unexceptional", + "trait": "Illusion, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2563", + "summary": "Merchants traveling into Stonebreach sometimes apply this accessory rune to specific wares to avoid the notice of thieves. Conversely, many thieves in Highhelm apply these runes to stolen goods to help them smuggle items out of the city. The item gains the effects of magic aura to appear as non-magical. The rune's effects also cause anyone who closely observes or holds the item to believe it is a mundane version of that type of item, such as believing a magical dagger to be an ordinary dagger, unless the creature succeeds at a DC 18 Will save. Creatures that succeed their save see that there is more to the item than meets the eye, but aren't immediately aware of the magic aura effect." + }, + { + "name": "Unfathomable Stargazer", + "trait": "Cursed, Magical, Rare", + "item_category": "Cursed Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2391", + "summary": "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." + }, + { + "name": "Unfolding Tree House", + "trait": "Magical, Structure, Uncommon, Wood", + "item_category": "Structures", + "item_subcategory": "", + "bulk": " L (when not activated)", + "url": "/Equipment.aspx?ID=3626", + "summary": "Though it looks like a simple profile of a bird’s wing and body carved into a flat triangle of wood, this magical object can transform into a tree house.", + "activation": "Unfold 1 minute (concentrate, manipulate); Frequency once per day; Effect You unfold the triangle on near-invisible seams and the bird animates, flying up to perch in a tree you designate within 300 feet of you. The bird’s perch can be as high as 200 feet off the ground or the top of the trees, whichever is lower. The bird then alights, expands, and reshapes into an elegantly crafted tree house over the course of 10 minutes. Unlike typical items with the structure trait, this tree house attaches to the tree instead of needing to be on solid ground." + }, + { + "name": "Unholy", + "trait": "Magical, Unholy", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2851", + "summary": "An unholy rune instills fiendish power into the etched weapon. Strikes made with it gain the unholy trait and deal an extra 1d4 spirit damage, or an extra 2d4 against a holy target. If you are holy, you are enfeebled 2 while carrying or wielding this weapon.", + "activation": "Unholy Bloodshed [reaction] (concentrate); Frequency once per day; Trigger You critically succeed at an attack roll against a holy creature with the weapon; Effect The target takes persistent bleed damage equal to 1d8 per weapon damage die of the etched weapon." + }, + { + "name": "Unholy Water", + "trait": "Consumable, Divine, Splash, Unholy", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=3006", + "summary": "A malicious 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. Unholy water deals 1d6 spirit damage and 1 spirit splash damage. Unholy water can damage only creatures with the holy trait.", + "activation": "one-action] Strike" + }, + { + "name": "Unifying Emblem (Lyrune-Quah)", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2223", + "summary": "These tattoos were first created using designs and techniques from the seven Shoanti clans. Each clan is known for one tattoo in particular. The clans would seal alliances in ancient days by tattooing their emblems on members of other clans to symbolically share their gifts. Though these tattoos are respected, the clans reserve their most prestigious symbols for true members of the clan.", + "activation": "The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell." + }, + { + "name": "Unifying Emblem (Shadde-Quah)", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2223", + "summary": "These tattoos were first created using designs and techniques from the seven Shoanti clans. Each clan is known for one tattoo in particular. The clans would seal alliances in ancient days by tattooing their emblems on members of other clans to symbolically share their gifts. Though these tattoos are respected, the clans reserve their most prestigious symbols for true members of the clan.", + "activation": "The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell." + }, + { + "name": "Unifying Emblem (Shriikirri-Quah)", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2223", + "summary": "These tattoos were first created using designs and techniques from the seven Shoanti clans. Each clan is known for one tattoo in particular. The clans would seal alliances in ancient days by tattooing their emblems on members of other clans to symbolically share their gifts. Though these tattoos are respected, the clans reserve their most prestigious symbols for true members of the clan.", + "activation": "The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell." + }, + { + "name": "Unifying Emblem (Shundar-Quah)", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2223", + "summary": "These tattoos were first created using designs and techniques from the seven Shoanti clans. Each clan is known for one tattoo in particular. The clans would seal alliances in ancient days by tattooing their emblems on members of other clans to symbolically share their gifts. Though these tattoos are respected, the clans reserve their most prestigious symbols for true members of the clan.", + "activation": "The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell." + }, + { + "name": "Unifying Emblem (Sklar-Quah)", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2223", + "summary": "These tattoos were first created using designs and techniques from the seven Shoanti clans. Each clan is known for one tattoo in particular. The clans would seal alliances in ancient days by tattooing their emblems on members of other clans to symbolically share their gifts. Though these tattoos are respected, the clans reserve their most prestigious symbols for true members of the clan.", + "activation": "The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell." + }, + { + "name": "Unifying Emblem (Skoan-Quah)", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2223", + "summary": "These tattoos were first created using designs and techniques from the seven Shoanti clans. Each clan is known for one tattoo in particular. The clans would seal alliances in ancient days by tattooing their emblems on members of other clans to symbolically share their gifts. Though these tattoos are respected, the clans reserve their most prestigious symbols for true members of the clan.", + "activation": "The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell." + }, + { + "name": "Unifying Emblem (Tamiir-Quah)", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2223", + "summary": "These tattoos were first created using designs and techniques from the seven Shoanti clans. Each clan is known for one tattoo in particular. The clans would seal alliances in ancient days by tattooing their emblems on members of other clans to symbolically share their gifts. Though these tattoos are respected, the clans reserve their most prestigious symbols for true members of the clan.", + "activation": "The actions required to Activate the tattoo are the same as those needed to cast its spell; Frequency once per day; Effect The tattoo casts its spell." + }, + { + "name": "Uniter of Clans", + "trait": "Enchantment, Invested, Magical, Relic, Unique", + "item_category": "Relics", + "item_subcategory": "Relic Seeds", + "bulk": "", + "url": "/Equipment.aspx?ID=2662", + "summary": "Resembling two hands clasped in friendship, this diplomat's badge is designed to be woven into the wearer's braided beard. When the wearer befriends others, one of the hands briefly transforms to resemble the befriended creature's own." + }, + { + "name": "Universal Solvent (Greater)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=701", + "summary": "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.", + "activation": "one-action] Interact" + }, + { + "name": "Universal Solvent (Major)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=701", + "summary": "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.", + "activation": "one-action] Interact" + }, + { + "name": "Universal Solvent (Moderate)", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=701", + "summary": "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.", + "activation": "one-action] Interact" + }, + { + "name": "Unmemorable Mantle", + "trait": "Illusion, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=513", + "summary": "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.", + "activation": "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." + }, + { + "name": "Unmemorable Mantle (Greater)", + "trait": "Illusion, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=513", + "summary": "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.", + "activation": "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." + }, + { + "name": "Unmemorable Mantle (Major)", + "trait": "Illusion, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=513", + "summary": "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.", + "activation": "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." + }, + { + "name": "Unsullied Blood (Greater)", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1795", + "summary": "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.", + "activation": "one-action] envision" + }, + { + "name": "Unsullied Blood (Lesser)", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1795", + "summary": "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.", + "activation": "one-action] envision" + }, + { + "name": "Unsullied Blood (Major)", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1795", + "summary": "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.", + "activation": "one-action] envision" + }, + { + "name": "Unsullied Blood (Moderate)", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1795", + "summary": "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.", + "activation": "one-action] envision" + }, + { + "name": "Urn of Ashes", + "trait": "Magical, Void", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3420", + "summary": "This pewter urn contains the ashes of a benevolent ancestor, with a sliver of lingering spirit that strives to protect you. ", + "activation": "Spirit's Wrath [one-action] (attack, concentrate, manipulate); Frequency once per round; Effect The urn shoots a bolt of void 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 modifier, whichever is higher. On a success, the bolt deals 4d4 void damage (doubled on a critical success)." + }, + { + "name": "Ursine Avenger Hood", + "trait": "Artifact, Invested, Primal, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2368", + "summary": " Note from Nethys: This item is a constituent part of the Ursine Avenger Hood archetype using the archetype artifact rules. A gift passed from …" + }, + { + "name": "Uzunjati Storytelling Amulet", + "trait": "Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3560", + "summary": "This round, flat amulet can be made of metal, clay, or leather and is usually highly personalized with runes, sigils, lines of poetry, or a depiction of a storyteller at work. In Azimbye’s case, their gold-rimmed metal amulet boasts fine dwarven workmanship, and bears lines from one of the oldest epic poems of the legendary folk hero Kgalaserke on one side and a stylized portrait of a storytelling event in Ranage’s Circle on the other. While wearing the amulet, you gain a +1 item bonus to Performance checks.", + "activation": "Enamoring Story [free-action] (concentrate); Frequency once per day; Trigger The perfect anecdote or story to impress your interlocutor comes floating to your memory.; Effect You attempt to Make an Impression or Request, using a Performance check instead of a Diplomacy check." + }, + { + "name": "Vaccine (Greater)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1969", + "summary": "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 putrid plague inflicted by harpies but would only grant a +2 bonus against putrid plague inflicted by a giant rat.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Vaccine (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1969", + "summary": "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 putrid plague inflicted by harpies but would only grant a +2 bonus against putrid plague inflicted by a giant rat.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Vaccine (Major)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1969", + "summary": "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 putrid plague inflicted by harpies but would only grant a +2 bonus against putrid plague inflicted by a giant rat.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Vaccine (Minor)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1969", + "summary": "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 putrid plague inflicted by harpies but would only grant a +2 bonus against putrid plague inflicted by a giant rat.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Vaccine (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Healing", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1969", + "summary": "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 putrid plague inflicted by harpies but would only grant a +2 bonus against putrid plague inflicted by a giant rat.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Valorous Coin", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3898", + "summary": "Valorous coins are metal disks emblazoned with two crossed swords, with inscriptions exhorting bravery and optimism. The effects of a valorous coin last for 1 hour. During that time, if you’re reduced below a quarter of your Hit Points while wielding the affected weapon, it empowers you with determination and resolve to finish the fight. You gain temporary Hit Points equal to your level that last for 1 minute, and you gain a +1 circumstance bonus to Strikes and damage rolls with the affected weapon for 1 minute. Once this minute ends, so do all effects and the remaining duration of the valorous coin, and you’re fatigued until you’re healed to your maximum Hit Points.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Vandal's Banner", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3920", + "summary": "This magical banner is imbued with the foolhardy courage of hooligans and troublemakers. Strikes you or an ally make while within the banner’s aura ignore the first 2 points of Hardness of an object." + }, + { + "name": "Vanishing Coin", + "trait": "Consumable, Illusion, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2996", + "summary": "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-rank invisibility spell on you, lasting until the end of your next turn.", + "activation": "free-action] (concentrate); Trigger You attempt a Stealth check for initiative, but you haven't rolled yet; Requirements You are trained in Stealth" + }, + { + "name": "Vanishing Wayfinder", + "trait": "Evocation, Illusion, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=470", + "summary": "This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe.", + "activation": "minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space." + }, + { + "name": "Vapor Sphere", + "trait": "Consumable, Magical, Talisman, Transmutation", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=1036", + "summary": "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.", + "activation": "reaction] envision; Trigger You trigger a trap's reaction or an enemy that was undetected by you makes an attack against you; Requirements You're an expert in the affixed armor and an expert in Reflex saves." + }, + { + "name": "Vaporous Pipe", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2198", + "summary": "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.", + "activation": "one-action] (manipulate); Frequency once per hour; Effect You draw on the pipe and then blow a massive cloud of smoke that fills a 30-foot emanation that includes your space. All creatures within the smoke cloud are concealed from each other and from creatures outside the smoke, though you can still see clearly within it. The smoke dissipates after 3 rounds, or after 1 round if subjected to a strong wind." + }, + { + "name": "Vat-Grown Brain", + "trait": "Alchemical, Consumable, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "1", + "url": "/Equipment.aspx?ID=2419", + "summary": "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.", + "activation": "three-actions] Interact" + }, + { + "name": "Vaultbreaker's Harness", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "1", + "url": "/Equipment.aspx?ID=2307", + "summary": "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.", + "activation": "one-action] (manipulate); Effect You cinch the harness to prepare for mischief. You gain a +1 item bonus to Stealth checks and a +10-foot item bonus to your Speed for 1 minute." + }, + { + "name": "Veiled Figurehead", + "trait": "Figurehead, Magical, Water", + "item_category": "Figurehead", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2635", + "summary": "This figurehead is carved in the shape of a humanoid , but it has no facial features whatsoever.", + "activation": "Veil! 1 minute (concentrate, illusion, visual); Frequency once per day; Effect You change the appearance of the ship in minor but noticeable ways. Its general size and shape can't be changed, but you can alter surface details to your liking. Flags and sails can be recolored and given new markings, and the overall material of the ship can appear a different color or quality. Wear and surface damage (like small holes, tears, and burns) can be masked to make the vessel look unblemished, or you can create such damage and wear. The figurehead itself shifts to fit the change and gains a face to match the rest of the ship. The illusion lasts for 6 hours or until you Dismiss this effect." + }, + { + "name": "Veiled Figurehead (Greater)", + "trait": "Figurehead, Magical, Water", + "item_category": "Figurehead", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2635", + "summary": "The DC to disbelieve is 33, and the illusion lasts up to 24 hours. Activating a greater veiled figurehead also extends the illusion to those on the ship. The figurehead casts a veil spell upon them, except it targets everyone on board when activated, and it alters their clothing to a general look that matches the new appearance of the ship. In addition, it can make everyone appear as a specific ancestry, but you must choose the same one for all targets. This effect ends for any target who leaves the ship and ends for all targets if the illusion on the ship ends. A creature that disbelieves the illusion for the ship or any disguised crew member disbelieves the entire illusion.", + "activation": "Veil! 1 minute (concentrate, illusion, visual); Frequency once per day; Effect You change the appearance of the ship in minor but noticeable ways. Its general size and shape can't be changed, but you can alter surface details to your liking. Flags and sails can be recolored and given new markings, and the overall material of the ship can appear a different color or quality. Wear and surface damage (like small holes, tears, and burns) can be masked to make the vessel look unblemished, or you can create such damage and wear. The figurehead itself shifts to fit the change and gains a face to match the rest of the ship. The illusion lasts for 6 hours or until you Dismiss this effect." + }, + { + "name": "Velocipede", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=71", + "summary": "Space 5 feet long, 2 feet wide, 4 feet high" + }, + { + "name": "Vengeful Arm", + "trait": "Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1809", + "summary": " Abraxas 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. ", + "activation": "one-action] envision; Effect Abraxas transforms the tattoo into a weapon of your vengeance. The vengeful arm crawls into your hand and becomes a retribution axe. You can use this activation again while holding the axe to revert the vengeful arm to a tattoo. Like other retribution axes, you can etch fundamental runes into the vengeful arm's retribution axe to increase its potency or to add striking." + }, + { + "name": "Vengeful Demon's Tears", + "trait": "Consumable, Magical, Potion, Transmutation, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=3159", + "summary": "Vengeful demon's tears is an infamously noxious spirit mixed into a potent magical cocktail and traditionally packaged in a gourd adorned with an engraving of a terrifying demonic face. Drinking it feels akin to lighting your throat on fire and putting it out with an herbal tonic. When you activate this potion, you gain the quickened condition for 3 rounds and can use the extra action each round to Strike, Stride, or to take the following action.", + "activation": "one-action] (concentrate, healing); Effect You focus on the sensation of life burning within your flesh and gain 2d8 temporary Hit Points for 1 round." + }, + { + "name": "Venom Glands", + "trait": "Graft, Invested, Magical, Poison", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3194", + "summary": "Your salivary glands are modified to be capable of spraying a deadly venom. You gain a poison spray unarmed ranged attack with a range increment of 10 feet that deals 1d4 poison damage. On a critical hit, the target is also sickened 1." + }, + { + "name": "Venomed Tongue", + "trait": "Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1810", + "summary": "Secrets must be unraveled, no matter how painful. This tattoo of braided tongues provides a +1 item bonus to Deception checks. ", + "activation": "one-action] envision; Frequency once per day; Effect Abraxas fills your tongue with venom, causing your deceptions to poison your foes. You use Deception to Create a Diversion, Feint, or Lie. Choose one target against whom your Deception check succeeded; that target takes 2d6 persistent poison damage." + }, + { + "name": "Venomous Cure Fulu", + "trait": "Consumable, Fulu, Magical, Necromancy, Talisman", + "item_category": "Consumables", + "item_subcategory": "Fulu", + "bulk": "", + "url": "/Equipment.aspx?ID=986", + "summary": "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.", + "activation": "free-action] envision; Trigger You attempt a saving throw against an injected poison." + }, + { + "name": "Ventriloquist's Ring", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3114", + "summary": "This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +1 item bonus to Deception checks.", + "activation": "Throw Voice [two-actions] (manipulate); Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19)." + }, + { + "name": "Ventriloquist's Ring (Greater)", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3114", + "summary": "The ring grants a +2 bonus. When you activate the ring, you gain the effects of 2nd-rank ventriloquism (DC 27). You can activate the ring any number of times per day.", + "activation": "Throw Voice [two-actions] (manipulate); Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19)." + }, + { + "name": "Verdant Branch", + "trait": "Plant, Primal", + "item_category": "Assistive Items", + "item_subcategory": "Prostheses", + "bulk": "L", + "url": "/Equipment.aspx?ID=2162", + "summary": "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. ", + "activation": "one-action] (concentrate); Frequency once per day; Effect A branch grows from your prosthesis, quickly flowering and then producing 1d4 ripe and flavorful fruits. A creature can pick and eat a fruit with an Interact action to regain 2d6+5 Hit Points. The fruits wither away after 10 minutes." + }, + { + "name": "Verdant Staff", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3049", + "summary": "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 fungi.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Verdant Staff (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3049", + "summary": "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 fungi.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Vermin Repellent Agent (Greater)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=860", + "summary": "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.", + "activation": "three-actions] Interact" + }, + { + "name": "Vermin Repellent Agent (Lesser)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=860", + "summary": "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.", + "activation": "three-actions] Interact" + }, + { + "name": "Vermin Repellent Agent (Major)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=860", + "summary": "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.", + "activation": "three-actions] Interact" + }, + { + "name": "Vermin Repellent Agent (Moderate)", + "trait": "Alchemical, Consumable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Tools", + "bulk": "L", + "url": "/Equipment.aspx?ID=860", + "summary": "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.", + "activation": "three-actions] Interact" + }, + { + "name": "Versatile Tinderbox", + "trait": "Magical, Wood", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2651", + "summary": "A fine case carved from elegant wood, this tinderbox holds twigs and strips of wood in a selection of six colors. In a typical versatile tinderbox, these colors are black, blue, green, magenta, yellow, and violet. When used in lighting a fire, colored tinder alters the flames' color and smoke to match. The box is perfectly carved and constructed to hold tinder, keeping it completely dry, but is incapable of closing if used to hold anything else. The tinderbox replenishes itself; it's never out of tinder when its owner is in need, but it never produces a surplus of tinder either." + }, + { + "name": "Vestige Lenses", + "trait": "Alchemical, Rare", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "L", + "url": "/Equipment.aspx?ID=767", + "summary": "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." + }, + { + "name": "Vexing Vapor (Greater)", + "trait": "Alchemical, Bomb, Consumable, Inhaled, Mental, Poison, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1278", + "summary": "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).", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 3d6 mental damage and 3 mental splash damage." + }, + { + "name": "Vexing Vapor (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Inhaled, Mental, Poison, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1278", + "summary": "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).", + "activation": "one-action] Strike", + "effect": "The bomb deals 1d6 mental damage and 1 mental splash damage." + }, + { + "name": "Vexing Vapor (Major)", + "trait": "Alchemical, Bomb, Consumable, Inhaled, Mental, Poison, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1278", + "summary": "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).", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 4d6 mental damage and 4 mental splash damage." + }, + { + "name": "Vexing Vapor (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Inhaled, Mental, Poison, Splash, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1278", + "summary": "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).", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 2d6 mental damage and 2 mental splash damage." + }, + { + "name": "Vial of the Immortal Wellspring", + "trait": "Contract, Invested, Magical, Rare", + "item_category": "Contracts", + "item_subcategory": "Bargained Contracts", + "bulk": "", + "url": "/Equipment.aspx?ID=1655", + "summary": "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.", + "activation": "two-actions] command; Frequency once per day; Effect You drink from the vial of water that seals your bargained contract. You gain the effects of a 9th-level, 2-action heal spell." + }, + { + "name": "Vigilant Eye", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2241", + "summary": "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.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast scouting eye." + }, + { + "name": "Vigilant Eye (Greater)", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2241", + "summary": "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.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast scouting eye." + }, + { + "name": "Vigilant Eye (Major)", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2241", + "summary": "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.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast scouting eye." + }, + { + "name": "Vine Arrow", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2929", + "summary": "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.", + "activation": "one-action] (concentrate)" + }, + { + "name": "Vine Baton", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3950", + "summary": "This wooden baton is carved with a vine design that spirals from one end of the rod to the other. Similar batons were used by Taldan commanders of their Armies of Exploration for thousands of years.", + "activation": "Forward March! [two-actions] (manipulate, visual); Frequency once per day; Effect You brandish the vine baton with a flourish or in some other dramatic manner. You and your allies within 120 feet can Hustle for 1 additional hour. If you enter an encounter during this time period, the effect ends, but you receive a +2 status bonus to your initiative rolls for that encounter." + }, + { + "name": "Violet Ray", + "trait": "Rare", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=1139", + "summary": "One of the many wondrous devices brought into the world by Stasian 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 Stasian 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.", + "activation": "three-actions] Interact; Frequency once per day; Effect You apply the violet ray to an adjacent creature and attempt to counteract the blinded, clumsy, confused, deafened, drained, enfeebled, sickened, or stupefied condition with a counteract level of 6 and a counteract modifier of +22, using the source of the condition to determine the condition's counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns after 1 minute. Each use of this ability can only counteract a single condition." + }, + { + "name": "Violet Venom", + "trait": "Alchemical, Consumable, Contact, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2019", + "summary": "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.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Violin of the Waves", + "trait": "Auditory, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2199", + "summary": "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.", + "activation": "minutes (manipulate); Frequency once per day; Requirements You must be aboard a ship; Effect You play the song. Once it's completed, the weather immediately calms to the normal as it would for the season, as control weather. For the next day, the weather remains in this state, unless affected by other magical effects. 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." + }, + { + "name": "Viper Arrow", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=3397", + "summary": "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 venom, as if it had been bitten. The viper then lands in an open space adjacent to the target.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Viper's Fang", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2997", + "summary": "When you activate this resin-strengthened viper skull, make a melee Strike against the triggering creature. If you have Reactive Strike, you can activate the viper's fang as a free action. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. If you hit with this attack, the creature is exposed to viper fang venom.", + "activation": "reaction] (concentrate); Trigger A creature within your reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a moving action it's using; Requirements You are a master with the affixed weapon" + }, + { + "name": "Viperous Elixir (Greater)", + "trait": "Alchemical, Consumable, Elixir, Morph, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3238", + "summary": "Your teeth elongate into fangs with grooves that can channel a deadly venom. You gain a fangs unarmed attack that deals 1d6 piercing damage, unless you already have an unarmed bite attack that deals more damage. You gain the listed item bonus to unarmed attack and damage rolls when you Strike with your fangs or another bite attack.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Viperous Elixir (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Morph, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3238", + "summary": "Your teeth elongate into fangs with grooves that can channel a deadly venom. You gain a fangs unarmed attack that deals 1d6 piercing damage, unless you already have an unarmed bite attack that deals more damage. You gain the listed item bonus to unarmed attack and damage rolls when you Strike with your fangs or another bite attack.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Viperous Elixir (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Morph, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3238", + "summary": "Your teeth elongate into fangs with grooves that can channel a deadly venom. You gain a fangs unarmed attack that deals 1d6 piercing damage, unless you already have an unarmed bite attack that deals more damage. You gain the listed item bonus to unarmed attack and damage rolls when you Strike with your fangs or another bite attack.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Viridian Crown", + "trait": "Apex, Artifact, Invested, Primal, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3760", + "summary": "The monarch of Kyonin imparts a sliver of their personality to the artifact when they are crowned ruler of the nation. The crown’s precise shape changes with their needs. A paranoid ruler might cause the crown to transform into a cowl, while a gregarious one could cause it to become a lofty piece that displays its beauty.", + "activation": "Garden Sanctuary [two-actions] (concentrate, manipulate); Frequency three times per day; Effect You touch the Viridian Crown, then pass your hand outward, palm down. A glorious and beautiful garden blossoms around you in a 30-foot emanation. The plants comprising this garden are of a type appropriate to the terrain, but if no plants are appropriate, you can choose the type. The garden’s plants actively move and twist to oppose passage by your enemies, and they treat the terrain as greater difficult terrain. As long as you begin your turn in the garden sanctuary, it gains the minion trait and can use its two actions to cast spells at your direction. The garden sanctuary’s spells are cast at 9th-rank, and it has 3 spell slots to cast spells each day. It can cast field of life, moment of renewal, or tree of seasons, treating its center as the point of origin for these spells as needed. The garden sanctuary persists until you use this activation again." + }, + { + "name": "Vital Earth", + "trait": "Consumable, Earth, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2598", + "summary": "Life-infused soil from the Plane of Earth, vital earth is glittering dust you inhale that causes you to not need air or water for 24 hours. Also, for this time, your wounds close easily, like molding clay, meaning someone attempting to Administer First Aid or Treat Wounds on you doesn't need a healer's toolkit and gains a +1 item bonus to the Medicine check.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Vitalizing", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2852", + "summary": "A vitalizing weapon pulses with vital energy, dealing an extra 1d6 persistent vitality damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn." + }, + { + "name": "Vitalizing (Greater)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2852", + "summary": "A vitalizing weapon pulses with vital energy, dealing an extra 1d6 persistent vitality damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn." + }, + { + "name": "Vocal Shells", + "trait": "Clockwork, Rare", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3526", + "summary": "Used by more technologically inclined bards, ventriloquists, and other performers to throw their voices, this gadget consists of two button-sized conch shells, each containing a miniaturized mechanism designed to pick up and transmit sound. One of the shells is designated the sending shell and contains a tiny indentation. When this indentation is pressed and the shell is close to a source of sound (such as on an actor's necklace), any sound that reaches it is transmitted to the receiver shell. If the receiver shell is located within 20 feet, it plays the sounds captured by the sending shell at a perfect volume and pitch." + }, + { + "name": "Voice from the Grave", + "trait": "Magical, Mental, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2200", + "summary": "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.", + "activation": "two-actions] (concentrate, manipulate); Frequency once per hour; Effect The onyx skull casts a DC 27 charm spell on one spirit or haunt you can communicate with using the skull. If you target a haunt that doesn't have a Will modifier, it automatically gets a failure on its save." + }, + { + "name": "Voicebox", + "trait": "Illusion, Magical", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2169", + "summary": "This box contains small, magical amplifiers that allow a nonverbal character to translate thought into speech, which emits from the necklace. The speech produced matches any language you understand." + }, + { + "name": "Void Fragment", + "trait": "Consumable, Occult, Rare", + "item_category": "Blighted Boons", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2373", + "summary": "Hovering midair, thrumming and whispering of its power, a void fragment is a crystalline fragment of swirling colors, reminiscent of stars and deep darkness. It thrums intermittently with a beckoning vibration, drawing attention from and pulling at nearby creatures with a tangible sense of gravity. A chill hangs in the air around it. At a touch, the wisp vanishes, giving the point of contact a gangrenous color. If the partaker succeeds at the initial save, the wisp reappears somewhere on the same planet.", + "activation": "one-action] or [two-actions] (concentrate, teleportation); Frequency once per hour; Effect You teleport up to 30 feet to an unoccupied space you can see. If you used 2 actions, you can teleport up to 60 feet." + }, + { + "name": "Void Mirror", + "trait": "Artifact, Conjuration, Divination, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=955", + "summary": "The Void Mirror was created on a distant planet by a now-extinct alien cult to aid in unlocking the secrets of the Dark Tapestry. It appears as a 5-foot-tall, 2-foot-wide mirror of dark glass. As long as it's unmounted in a frame, the Void Mirror functions only as a mirror, save that it always reflects the sky as if it were night, regardless of the time of day. When the Void Mirror is mounted in a frame, it instead serves as a window into space, displaying a star field in its glass rather than a reflection. This frame can be of any quality, but stouter frames help to prevent the frame's destruction and thus help to keep the Void Mirror functional.", + "activation": "days (Interact); Research Accumulate 12 RP by making DC 40 Occultism (legendary) checks when Researching (1 year per attempt); Frequency once per century; Effect The third activation ritual is known as “Become the Void” and requires the user to continue performing the rite for 7 consecutive days (as if they were performing a multi-day ritual). If the user fails to perform this rite for one of these 7 consecutive days, they immediately suffer the critical failure effect below." + }, + { + "name": "Void Salts", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=2783", + "summary": "This sachet is filled with a fine powered that seethes with energy distilled directly from the Negative Energy Plane. When used in casting a grim tendrils spell, void salts allow you to split the area of the spell, creating any number of lines originating from you that total 30 feet in length. A creature that multiple lines pass through is only affected once.", + "activation": "one-action] envision" + }, + { + "name": "Void Shackles", + "trait": "Magical, Rare, Void", + "item_category": "Other", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3714", + "summary": "Void shackles are built from supernatural crystals that form in the Void—materials that dig painfully into the flesh of those they restrain. A set of void shackles functions as superior manacles, but while they are in the Void, the crystals fluctuate in response to the plane’s energy, which increases all DCs to remove them or Escape by 1 to DC 43. If a check to remove void shackles from a creature fails, the wearer of the manacles takes 10d6 void damage (DC 37 basic Fortitude save). While a creature is manacled, the void shackles attempt to counteract any teleportation effect that targets the manacled creature, with a counteract rank of 9th and a +25 modifier to the roll. If the teleportation effect is countered, the manacled creature takes 10d6 void damage (DC 37 basic Fortitude save).", + "activation": "Release Shackle [two-actions] (manipulate); Effect You cause the void shackles to open and release their prisoner. If you were not the one to affix the shackles to that creature or soul, you must attempt a DC 43 Will save." + }, + { + "name": "Volcanic Vigor", + "trait": "Evocation, Fire, Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2677", + "summary": "This tattoo takes the shape of a muscular orc, with molten flesh and hollow eye sockets that seep smoke. You don't take damage from extreme heat or severe heat.", + "activation": "two-actions] command; Frequency once per day; Effect You stomp on the ground, causing a 5-foot radius, 30- foot tall cylinder of lava to erupt from the ground within a range of 30 feet. The cylinder deals 7d6 fire damage. All creatures in the area must attempt a DC 27 basic Reflex save." + }, + { + "name": "Volcanic Vigor (Greater)", + "trait": "Evocation, Fire, Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2677", + "summary": "This tattoo takes the shape of a muscular orc, with molten flesh and hollow eye sockets that seep smoke. You don't take damage from extreme heat or severe heat.", + "activation": "two-actions] command; Frequency once per day; Effect You stomp on the ground, causing a 5-foot radius, 30- foot tall cylinder of lava to erupt from the ground within a range of 30 feet. The cylinder deals 7d6 fire damage. All creatures in the area must attempt a DC 27 basic Reflex save." + }, + { + "name": "Vonthos's Golden Bridge", + "trait": "Unique", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=36", + "summary": "Crafted by the wizard Vonthos as part of his bid to attempt the Test of the Starstone in Absalom, this strange vehicle is considered to be a magical and technological marvel. Vonthos's Golden Bridge is a flying sphere made out of a throne surrounded by several clockwork rings covered in gold and gems infused with powerful adaptive abjurations that grant it unique abilities." + }, + { + "name": "Vorpal", + "trait": "Magical, Rare", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2853", + "summary": "Originally created as a means of slaying the legendary jabberwock, vorpal weapons prove equally effective against nearly any foe with a head. ", + "activation": "Snicker-Snack [reaction] (concentrate, death, incapacitation) ; Trigger You roll a natural 20 on a Strike with the weapon against a creature that has a head, critically succeed, and deal slashing damage; Effect The target must succeed at a DC 37 Fortitude save or be decapitated. This kills any creature except ones that don't require a head to live. For creatures with multiple heads, this usually kills the creature only if you sever its last head." + }, + { + "name": "Voyager's Pack", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3115", + "summary": "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 spell DC or the level of the teleportation's caster. 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.", + "activation": "Group Voyage 10 minutes (concentrate, manipulate); Effect As you activate the pack, you can harness up to four willing creatures to the ropes on the pack. At the end of the activation time, the pack casts a 7th-rank interplanar teleport or teleport spell, transporting you and everyone attached to the pack. Attempt a DC 45 Survival check. On a success, you arrive 25 miles off target using interplanar teleport or halve the distance you're off-target with teleport. On a critical success, you arrive exactly on target." + }, + { + "name": "Vulture's Wing", + "trait": "Catalyst, Consumable, Magical, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1796", + "summary": "This fan of vulture feathers scatters on an unnatural gust of wind. If this catalyst is used to cast a ray of enfeeblement spell that has been heightened to at least 5th level, instead of targeting a single creature, you cast the spell in a 30-foot-area cone. You don't make a spell attack roll, instead affecting all creatures within the area with the effect the spell would normally have on a hit. This means creatures within the area must attempt a Fortitude save to determine whether they're enfeebled.", + "activation": "one-action] Cast a Spell" + }, + { + "name": "Vyre's Bliss", + "trait": "Alchemical, Consumable, Ingested, Poison, Rare, Virulent", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3642", + "summary": "Vyre’s Bliss is a toxin that looks and tastes like fine wine. Saving Throw DC 43 Fortitude; Maximum Duration 24 hours; Stage 1 off-guard …", + "activation": "one-action] (manipulate)" + }, + { + "name": "Waffle Iron", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1403", + "summary": "This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook." + }, + { + "name": "Waffle Iron (High-Grade Mithral)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1403", + "summary": "This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook." + }, + { + "name": "Waffle Iron (Imprint)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1403", + "summary": "This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook." + }, + { + "name": "Waffle Iron (Mithral)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1403", + "summary": "This set of hinged metal plates features studs on the inside of each plate to provide a texture for the pastry cakes you cook with it. You pour batter on the plates, close the device, and place it on a fire or stove to cook." + }, + { + "name": "Wagon", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=72", + "summary": "Space 10 feet long, 10 feet wide, 7 feet high" + }, + { + "name": "Walking Cauldron", + "trait": "Invested, Magical", + "item_category": "Other", + "item_subcategory": "", + "bulk": "4", + "url": "/Equipment.aspx?ID=3116", + "summary": "This iron cauldron stands upon sturdy iron crow's feet. A walking cauldron has a land Speed of 25 feet and can be used as a suitable tool to Craft potions, oils, or other liquids." + }, + { + "name": "Wand Cane", + "trait": "Magical, Wand", + "item_category": "Assistive Items", + "item_subcategory": "Canes & Crutches", + "bulk": "L", + "url": "/Equipment.aspx?ID=2154", + "summary": "Though it appears to be a basic cane, the inner workings of the wand cane are an intricate network of lenses and magical circuits, with a slot at the top to insert a wand. The wand cane then spends 1 minute attuning to the wand, after which the wand can be used through the cane." + }, + { + "name": "Wand of Caustic Effluence", + "trait": "Acid, Conjuration, Magical, Rare, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=1467", + "summary": "This dirty metal wand is covered in an oily acrid smelling film. ", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast grease, but the grease is caustic. If you cast this spell on an area, any creature that fails their Reflex save and falls prone, or that begins their turn prone, takes 1d6 acid damage. If you cast this spell on an unattended object, the first creature to pick up the object during the duration takes 1d6 persistent acid damage. If you cast this spell on an attended object and the holder or wielder fails their Acrobatics or Reflex save, the holder or wielder takes 1d6 persistent acid damage. If you cast this spell on a worn object, any creature who Grapples or Grabs the wearer takes 1d6 acid damage." + }, + { + "name": "Wand of Choking Mist (2nd-Rank Spell)", + "trait": "Magical, Wand, Water", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2272", + "summary": "This blackened wood wand has a smoldering tip, emitting a slight trail of steam.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast the wand's spell, but the mist prevents creatures from being able to breathe in its area. They must hold their breath or start suffocating." + }, + { + "name": "Wand of Choking Mist (4th-Rank Spell)", + "trait": "Magical, Wand, Water", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2272", + "summary": "This blackened wood wand has a smoldering tip, emitting a slight trail of steam.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast the wand's spell, but the mist prevents creatures from being able to breathe in its area. They must hold their breath or start suffocating." + }, + { + "name": "Wand of Chromatic Burst (4th-Rank Spell)", + "trait": "Light, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2273", + "summary": "This intricately carved quartz wand changes color, cycling through the colors of the rainbow.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic armor of the indicated rank. Additionally, the target can use the Chromatic Armor Burst action." + }, + { + "name": "Wand of Chromatic Burst (7th-Rank Spell)", + "trait": "Light, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2273", + "summary": "This intricately carved quartz wand changes color, cycling through the colors of the rainbow.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic armor of the indicated rank. Additionally, the target can use the Chromatic Armor Burst action." + }, + { + "name": "Wand of Clinging Rime (7th-Rank Spell)", + "trait": "Cold, Magical, Wand, Water", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2274", + "summary": "A thin layer of frost coats this gnarled holly wand.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast frigid flurry of the indicated rank. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the creatures in the area. Each creature that fails its save takes persistent cold damage with the amount determined by the wand's type." + }, + { + "name": "Wand of Clinging Rime (8th-Rank Spell)", + "trait": "Cold, Magical, Wand, Water", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2274", + "summary": "A thin layer of frost coats this gnarled holly wand.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast frigid flurry of the indicated rank. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the creatures in the area. Each creature that fails its save takes persistent cold damage with the amount determined by the wand's type." + }, + { + "name": "Wand of Clinging Rime (9th-Rank Spell)", + "trait": "Cold, Magical, Wand, Water", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2274", + "summary": "A thin layer of frost coats this gnarled holly wand.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast frigid flurry of the indicated rank. After you cast the spell, the ice crystals freeze to flesh and other surfaces, clinging to the creatures in the area. Each creature that fails its save takes persistent cold damage with the amount determined by the wand's type." + }, + { + "name": "Wand of Contagious Frailty", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2275", + "summary": "Cracks and healed fractures spiderweb the shaft of this bone wand, worsening each time the wand is used. The bone's worn epiphysis forms the wand's pommel, and black leather wraps around the handle.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast enfeeble. After you cast the spell, if the target is enfeebled, it releases a 10-foot emanation that doesn’t include itself. Each creature in that area must attempt a Fortitude save as if targeted by enfeeble, but gets an outcome one degree of success better than it rolled." + }, + { + "name": "Wand of Continuation (1st-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3051", + "summary": "This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; the activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Effect You Cast the Spell, and its duration is increased by half." + }, + { + "name": "Wand of Continuation (2nd-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3051", + "summary": "This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; the activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Effect You Cast the Spell, and its duration is increased by half." + }, + { + "name": "Wand of Continuation (3rd-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3051", + "summary": "This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; the activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Effect You Cast the Spell, and its duration is increased by half." + }, + { + "name": "Wand of Continuation (4th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3051", + "summary": "This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; the activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Effect You Cast the Spell, and its duration is increased by half." + }, + { + "name": "Wand of Continuation (5th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3051", + "summary": "This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; the activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Effect You Cast the Spell, and its duration is increased by half." + }, + { + "name": "Wand of Continuation (6th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3051", + "summary": "This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; the activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Effect You Cast the Spell, and its duration is increased by half." + }, + { + "name": "Wand of Continuation (7th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3051", + "summary": "This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; the activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Effect You Cast the Spell, and its duration is increased by half." + }, + { + "name": "Wand of Continuation (8th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3051", + "summary": "This wand increases a spell’s duration. Yellow embers spiral over its surface until the spell ends.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; the activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Effect You Cast the Spell, and its duration is increased by half." + }, + { + "name": "Wand of Crackling Lightning (3rd-Rank Spell)", + "trait": "Electricity, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3424", + "summary": "This wand is made of two copper plates and a ceramic center.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast lightning bolt, but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are off-guard for 1 round." + }, + { + "name": "Wand of Crackling Lightning (4th-Rank Spell)", + "trait": "Electricity, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3424", + "summary": "This wand is made of two copper plates and a ceramic center.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast lightning bolt, but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are off-guard for 1 round." + }, + { + "name": "Wand of Crackling Lightning (6th-Rank Spell)", + "trait": "Electricity, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3424", + "summary": "This wand is made of two copper plates and a ceramic center.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast lightning bolt, but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are off-guard for 1 round." + }, + { + "name": "Wand of Crackling Lightning (8th-Rank Spell)", + "trait": "Electricity, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3424", + "summary": "This wand is made of two copper plates and a ceramic center.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast lightning bolt, but the spell's area is twice as wide (two adjacent and parallel 120-foot lines) and creatures that fail their save are off-guard for 1 round." + }, + { + "name": "Wand of Crushing Leaps", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2276", + "summary": "This supple, light wooden wand drifts to the ground like a feather or leaf when dropped, landing unharmed. A thin coil of metal wraps around the wand's handle.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast jump, but can jump up to 60 feet. When you land you shatter the ground, making each creature in a 5-foot emanation off-guard until the start of its next turn. In addition, the space you land in and all squares in the emanation become difficult terrain for 1 minute." + }, + { + "name": "Wand of Dazzling Rays (3rd-Rank Spell)", + "trait": "Fire, Holy, Light, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2277", + "summary": "Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast holy light of the indicated rank, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled)." + }, + { + "name": "Wand of Dazzling Rays (4th-Rank Spell)", + "trait": "Fire, Holy, Light, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2277", + "summary": "Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast holy light of the indicated rank, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled)." + }, + { + "name": "Wand of Dazzling Rays (5th-Rank Spell)", + "trait": "Fire, Holy, Light, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2277", + "summary": "Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast holy light of the indicated rank, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled)." + }, + { + "name": "Wand of Dazzling Rays (6th-Rank Spell)", + "trait": "Fire, Holy, Light, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2277", + "summary": "Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast holy light of the indicated rank, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled)." + }, + { + "name": "Wand of Dazzling Rays (7th-Rank Spell)", + "trait": "Fire, Holy, Light, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2277", + "summary": "Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast holy light of the indicated rank, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled)." + }, + { + "name": "Wand of Dazzling Rays (8th-Rank Spell)", + "trait": "Fire, Holy, Light, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2277", + "summary": "Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast holy light of the indicated rank, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled)." + }, + { + "name": "Wand of Dazzling Rays (9th-Rank Spell)", + "trait": "Fire, Holy, Light, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2277", + "summary": "Solidified radiance comprises this slender, featureless wand. It sheds bright light in a 20-foot radius and dim light for the next 20 feet. After you Activate the wand, the light fades, so it only sheds dim light in a 20-foot radius. The wand returns to its original brightness each dawn.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast holy light of the indicated rank, dazzling your target with the beam’s intensity. A creature that takes damage from the spell is blinded for 1 round and dazzled for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target is also blinded for as long as it’s dazzled from the spell. However, it can attempt a Fortitude saving throw against your spell DC at the end of each of its turns, ending the blinded condition on a success (but remaining dazzled)." + }, + { + "name": "Wand of Dumbfounding Doom (3rd-Rank Spell)", + "trait": "Emotion, Fear, Incapacitation, Magical, Mental, Prediction, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2278", + "summary": "Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated rank, showing the target a potential death that's gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell." + }, + { + "name": "Wand of Dumbfounding Doom (4th-Rank Spell)", + "trait": "Emotion, Fear, Incapacitation, Magical, Mental, Prediction, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2278", + "summary": "Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated rank, showing the target a potential death that's gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell." + }, + { + "name": "Wand of Dumbfounding Doom (5th-Rank Spell)", + "trait": "Emotion, Fear, Incapacitation, Magical, Mental, Prediction, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2278", + "summary": "Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated rank, showing the target a potential death that's gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell." + }, + { + "name": "Wand of Dumbfounding Doom (6th-Rank Spell)", + "trait": "Emotion, Fear, Incapacitation, Magical, Mental, Prediction, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2278", + "summary": "Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated rank, showing the target a potential death that's gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell." + }, + { + "name": "Wand of Dumbfounding Doom (7th-Rank Spell)", + "trait": "Emotion, Fear, Incapacitation, Magical, Mental, Prediction, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2278", + "summary": "Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated rank, showing the target a potential death that's gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell." + }, + { + "name": "Wand of Dumbfounding Doom (8th-Rank Spell)", + "trait": "Emotion, Fear, Incapacitation, Magical, Mental, Prediction, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2278", + "summary": "Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated rank, showing the target a potential death that's gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell." + }, + { + "name": "Wand of Dumbfounding Doom (9th-Rank Spell)", + "trait": "Emotion, Fear, Incapacitation, Magical, Mental, Prediction, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2278", + "summary": "Carvings of skulls, monsters, and all manner of violence decorate this wand of blackened bone, but it makes absurd sounds when Activated, such as a honking horn, a manic giggle, or a daydreamy sigh.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast impending doom of the indicated rank, showing the target a potential death that's gruesome and absurd. If the target becomes frightened by the spell, it also becomes stupefied with a value 1 higher than the frightened value. This lasts for the duration of the spell." + }, + { + "name": "Wand of Fey Flames", + "trait": "Evocation, Light, Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=1377", + "summary": "This red maple wand carved into a tongue of flame feels warm in your hand. ", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast faerie fire. For the duration of the spell, you can use the limning flames as a source for your magic. Creatures affected by your faerie fire must succeed at a Will save against your spell DC or take a –2 status penalty to their Will saves against enchantment and illusions spells as long as they are affected by faerie fire. You can cast an enchantment or illusion spell on such a creature up to a distance twice the spell's normal range. If the spell has a range of touch, or doesn't have a range, it is unaffected by the increase in range from the faerie fire." + }, + { + "name": "Wand of Hawthorn (2nd-Rank Spell)", + "trait": "Magical, Plant, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2279", + "summary": "Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged like a cluster of berries, decorate the pommel.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast oaken resilience of the indicated rank, and the target sprouts long thorns like those of a hawthorn tree. While oaken resilience lasts, any creature that hits the target with an unarmed Strike or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand’s type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target’s turns." + }, + { + "name": "Wand of Hawthorn (4th-Rank Spell)", + "trait": "Magical, Plant, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2279", + "summary": "Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged like a cluster of berries, decorate the pommel.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast oaken resilience of the indicated rank, and the target sprouts long thorns like those of a hawthorn tree. While oaken resilience lasts, any creature that hits the target with an unarmed Strike or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand’s type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target’s turns." + }, + { + "name": "Wand of Hawthorn (6th-Rank Spell)", + "trait": "Magical, Plant, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2279", + "summary": "Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged like a cluster of berries, decorate the pommel.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast oaken resilience of the indicated rank, and the target sprouts long thorns like those of a hawthorn tree. While oaken resilience lasts, any creature that hits the target with an unarmed Strike or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand’s type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target’s turns." + }, + { + "name": "Wand of Hawthorn (8th-Rank Spell)", + "trait": "Magical, Plant, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2279", + "summary": "Carved from a hawthorn branch, this wand has a smooth handle, but the shaft remains covered in bark and long thorns. Polished red stones, arranged like a cluster of berries, decorate the pommel.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast oaken resilience of the indicated rank, and the target sprouts long thorns like those of a hawthorn tree. While oaken resilience lasts, any creature that hits the target with an unarmed Strike or otherwise touches it takes piercing damage from the thorns, with the amount determined by the wand’s type. A creature that has engulfed or swallowed the target takes this damage as well at the start of each of the target’s turns." + }, + { + "name": "Wand of Hopeless Night (2nd-Rank Spell)", + "trait": "Darkness, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3425", + "summary": "This wand is a length of wrought black iron.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast darkness. Each creature that ends its turn within the spell's area must succeed at a DC 20 Will save or become frightened 1 (frightened 2 on a critical failure)." + }, + { + "name": "Wand of Hopeless Night (4th-Rank Spell)", + "trait": "Darkness, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3425", + "summary": "This wand is a length of wrought black iron.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast darkness. Each creature that ends its turn within the spell's area must succeed at a DC 20 Will save or become frightened 1 (frightened 2 on a critical failure)." + }, + { + "name": "Wand of Hybrid Form (2nd-Rank Spell)", + "trait": "Magical, Polymorph, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2280", + "summary": "The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.", + "activation": "Cast a Spell; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative." + }, + { + "name": "Wand of Hybrid Form (3rd-Rank Spell)", + "trait": "Magical, Polymorph, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2280", + "summary": "The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.", + "activation": "Cast a Spell; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative." + }, + { + "name": "Wand of Hybrid Form (4th-Rank Spell)", + "trait": "Magical, Polymorph, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2280", + "summary": "The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.", + "activation": "Cast a Spell; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative." + }, + { + "name": "Wand of Hybrid Form (5th-Rank Spell)", + "trait": "Magical, Polymorph, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2280", + "summary": "The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.", + "activation": "Cast a Spell; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative." + }, + { + "name": "Wand of Hybrid Form (6th-Rank Spell)", + "trait": "Magical, Polymorph, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2280", + "summary": "The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.", + "activation": "Cast a Spell; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative." + }, + { + "name": "Wand of Hybrid Form (7th-Rank Spell)", + "trait": "Magical, Polymorph, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2280", + "summary": "The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.", + "activation": "Cast a Spell; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative." + }, + { + "name": "Wand of Hybrid Form (8th-Rank Spell)", + "trait": "Magical, Polymorph, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2280", + "summary": "The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.", + "activation": "Cast a Spell; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative." + }, + { + "name": "Wand of Hybrid Form (9th-Rank Spell)", + "trait": "Magical, Polymorph, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2280", + "summary": "The grain of this simple wooden wand forms shifting images of sharp claws, snapping jaws, and countless creatures.", + "activation": "Cast a Spell; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell, selecting two forms from among those you can normally choose. You gain the benefits of both forms. For example, if one form can breathe air and the other can breathe underwater, you can breathe in both situations. If there's overlap in abilities, you gain the better one. For instance, if both have a fly Speed, you get the higher one, and if both forms have claws, you gain only the claw Strike you prefer. The GM determines which abilities overlap and which are cumulative." + }, + { + "name": "Wand of Legerdemain (1st-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2281", + "summary": "This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.", + "activation": "one-action] Interact (emotion, illusion, light, mental, visual); Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it." + }, + { + "name": "Wand of Legerdemain (2nd-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2281", + "summary": "This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.", + "activation": "one-action] Interact (emotion, illusion, light, mental, visual); Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it." + }, + { + "name": "Wand of Legerdemain (3rd-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2281", + "summary": "This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.", + "activation": "one-action] Interact (emotion, illusion, light, mental, visual); Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it." + }, + { + "name": "Wand of Legerdemain (4th-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2281", + "summary": "This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.", + "activation": "one-action] Interact (emotion, illusion, light, mental, visual); Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it." + }, + { + "name": "Wand of Legerdemain (5th-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2281", + "summary": "This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.", + "activation": "one-action] Interact (emotion, illusion, light, mental, visual); Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it." + }, + { + "name": "Wand of Legerdemain (6th-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2281", + "summary": "This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.", + "activation": "one-action] Interact (emotion, illusion, light, mental, visual); Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it." + }, + { + "name": "Wand of Legerdemain (7th-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2281", + "summary": "This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.", + "activation": "one-action] Interact (emotion, illusion, light, mental, visual); Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it." + }, + { + "name": "Wand of Legerdemain (8th-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2281", + "summary": "This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.", + "activation": "one-action] Interact (emotion, illusion, light, mental, visual); Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it." + }, + { + "name": "Wand of Legerdemain (9th-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2281", + "summary": "This wand of lacquered black wood has a handle wrapped in interwoven colorful ribbons. A silver bell caps the wand's tasseled pommel.", + "activation": "one-action] Interact (emotion, illusion, light, mental, visual); Requirements The last action you took this turn was to Cast a Spell from the wand; Effect You make yourself the center of attention. An illusory spotlight shines bright light upon your space as you pull inane objects from the wand's tip, such as confetti, silk flowers, streamers, or a long string of colorful kerchiefs knotted end to end. Each enemy within 30 feet must attempt a Will save against your spell DC, receiving a +4 circumstance bonus to the save if you or any of your allies recently threatened it or used hostile actions against it. On a failure, the creature becomes fascinated with you until the end of your next turn. The fascination ends if the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it." + }, + { + "name": "Wand of Mental Purification (1st-Rank Spell)", + "trait": "Emotion, Healing, Magical, Mental, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2282", + "summary": "Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check." + }, + { + "name": "Wand of Mental Purification (2nd-Rank Spell)", + "trait": "Emotion, Healing, Magical, Mental, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2282", + "summary": "Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check." + }, + { + "name": "Wand of Mental Purification (3rd-Rank Spell)", + "trait": "Emotion, Healing, Magical, Mental, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2282", + "summary": "Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check." + }, + { + "name": "Wand of Mental Purification (4th-Rank Spell)", + "trait": "Emotion, Healing, Magical, Mental, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2282", + "summary": "Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check." + }, + { + "name": "Wand of Mental Purification (5th-Rank Spell)", + "trait": "Emotion, Healing, Magical, Mental, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2282", + "summary": "Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check." + }, + { + "name": "Wand of Mental Purification (6th-Rank Spell)", + "trait": "Emotion, Healing, Magical, Mental, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2282", + "summary": "Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check." + }, + { + "name": "Wand of Mental Purification (7th-Rank Spell)", + "trait": "Emotion, Healing, Magical, Mental, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2282", + "summary": "Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check." + }, + { + "name": "Wand of Mental Purification (8th-Rank Spell)", + "trait": "Emotion, Healing, Magical, Mental, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2282", + "summary": "Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check." + }, + { + "name": "Wand of Mental Purification (9th-Rank Spell)", + "trait": "Emotion, Healing, Magical, Mental, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2282", + "summary": "Red feathers hang from the handle of this ivory wand. Holding it brings a sense of gentle calm.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast soothe of the indicated rank, and can attempt to counteract one mental effect on the same target. Treat the soothe spell's level as 1 higher for this counteract check." + }, + { + "name": "Wand of Mercy (1st-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2283", + "summary": "The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally.", + "activation": "Cast a Spell; the activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait." + }, + { + "name": "Wand of Mercy (2nd-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2283", + "summary": "The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally.", + "activation": "Cast a Spell; the activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait." + }, + { + "name": "Wand of Mercy (3rd-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2283", + "summary": "The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally.", + "activation": "Cast a Spell; the activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait." + }, + { + "name": "Wand of Mercy (4th-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2283", + "summary": "The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally.", + "activation": "Cast a Spell; the activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait." + }, + { + "name": "Wand of Mercy (5th-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2283", + "summary": "The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally.", + "activation": "Cast a Spell; the activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait." + }, + { + "name": "Wand of Mercy (6th-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2283", + "summary": "The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally.", + "activation": "Cast a Spell; the activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait." + }, + { + "name": "Wand of Mercy (7th-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2283", + "summary": "The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally.", + "activation": "Cast a Spell; the activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait." + }, + { + "name": "Wand of Mercy (8th-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2283", + "summary": "The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally.", + "activation": "Cast a Spell; the activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait." + }, + { + "name": "Wand of Mercy (9th-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2283", + "summary": "The pommel of this rose quartz wand resembles the stylized wings of an angel. When you cast its spell and choose not to make it nonlethal, the crystal deepens to blood red. The color reverts to rose when you cast the spell from the wand nonlethally.", + "activation": "Cast a Spell; the activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell, and can choose to give it the nonlethal trait." + }, + { + "name": "Wand of Noisome Acid (2nd-Level Spell)", + "trait": "Acid, Evocation, Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=794", + "summary": "This greasy stick emits a stomach-churning scent when held in a hand.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid arrow of the indicated level. A creature that takes acid damage from this spell must succeed at a Fortitude save against your spell DC or become sickened 1." + }, + { + "name": "Wand of Noisome Acid (2nd-Rank Spell)", + "trait": "Acid, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2284", + "summary": "This greasy stick emits a stomach-churning scent when held in hand.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid grip of the indicated rank. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if the creature attempts to recover from this sickness. This is an olfactory effect." + }, + { + "name": "Wand of Noisome Acid (4th-Level Spell)", + "trait": "Acid, Evocation, Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=794", + "summary": "This greasy stick emits a stomach-churning scent when held in a hand.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid arrow of the indicated level. A creature that takes acid damage from this spell must succeed at a Fortitude save against your spell DC or become sickened 1." + }, + { + "name": "Wand of Noisome Acid (4th-Rank Spell)", + "trait": "Acid, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2284", + "summary": "This greasy stick emits a stomach-churning scent when held in hand.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid grip of the indicated rank. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if the creature attempts to recover from this sickness. This is an olfactory effect." + }, + { + "name": "Wand of Noisome Acid (6th-Level Spell)", + "trait": "Acid, Evocation, Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=794", + "summary": "This greasy stick emits a stomach-churning scent when held in a hand.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid arrow of the indicated level. A creature that takes acid damage from this spell must succeed at a Fortitude save against your spell DC or become sickened 1." + }, + { + "name": "Wand of Noisome Acid (6th-Rank Spell)", + "trait": "Acid, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2284", + "summary": "This greasy stick emits a stomach-churning scent when held in hand.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid grip of the indicated rank. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if the creature attempts to recover from this sickness. This is an olfactory effect." + }, + { + "name": "Wand of Noisome Acid (8th-Level Spell)", + "trait": "Acid, Evocation, Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=794", + "summary": "This greasy stick emits a stomach-churning scent when held in a hand.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid arrow of the indicated level. A creature that takes acid damage from this spell must succeed at a Fortitude save against your spell DC or become sickened 1." + }, + { + "name": "Wand of Noisome Acid (8th-Rank Spell)", + "trait": "Acid, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2284", + "summary": "This greasy stick emits a stomach-churning scent when held in hand.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast acid grip of the indicated rank. A creature that takes initial acid damage from this spell become sickened 1. Use your spell DC if the creature attempts to recover from this sickness. This is an olfactory effect." + }, + { + "name": "Wand of Overflowing Life (3rd-Rank Spell)", + "trait": "Healing, Magical, Vitality, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3426", + "summary": "This alabaster wand has a clear crystal at the tip.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell rank. You gain this benefit only once per turn, even if you cast multiple heal spells from wands of overflowing life in the same turn." + }, + { + "name": "Wand of Overflowing Life (4th-Rank Spell)", + "trait": "Healing, Magical, Vitality, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3426", + "summary": "This alabaster wand has a clear crystal at the tip.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell rank. You gain this benefit only once per turn, even if you cast multiple heal spells from wands of overflowing life in the same turn." + }, + { + "name": "Wand of Overflowing Life (5th-Rank Spell)", + "trait": "Healing, Magical, Vitality, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3426", + "summary": "This alabaster wand has a clear crystal at the tip.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell rank. You gain this benefit only once per turn, even if you cast multiple heal spells from wands of overflowing life in the same turn." + }, + { + "name": "Wand of Overflowing Life (6th-Rank Spell)", + "trait": "Healing, Magical, Vitality, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3426", + "summary": "This alabaster wand has a clear crystal at the tip.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell rank. You gain this benefit only once per turn, even if you cast multiple heal spells from wands of overflowing life in the same turn." + }, + { + "name": "Wand of Overflowing Life (7th-Rank Spell)", + "trait": "Healing, Magical, Vitality, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3426", + "summary": "This alabaster wand has a clear crystal at the tip.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell rank. You gain this benefit only once per turn, even if you cast multiple heal spells from wands of overflowing life in the same turn." + }, + { + "name": "Wand of Overflowing Life (8th-Rank Spell)", + "trait": "Healing, Magical, Vitality, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3426", + "summary": "This alabaster wand has a clear crystal at the tip.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast heal at the indicated rank. After you cast the spell, at the start of your next turn, excess healing magic wells up from the wand and heals you, as though you cast the 1-action version of heal on yourself at the same spell rank. You gain this benefit only once per turn, even if you cast multiple heal spells from wands of overflowing life in the same turn." + }, + { + "name": "Wand of Paralytic Shock (3rd-Rank Spell)", + "trait": "Electricity, Magical, Mental, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2285", + "summary": "A two-pronged metal rod, this wand has a handle coated in thick rubber. Each prong ends in a copper coil. When Activated, the wand produces a loud zapping sound.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast paralyze, electrocuting the target into immobility. Each target takes electricity damage at the start of its turns while it remains stunned or paralyzed due to the spell. The amount of damage depends on the wand's type." + }, + { + "name": "Wand of Paralytic Shock (7th-Rank Spell)", + "trait": "Electricity, Magical, Mental, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2285", + "summary": "A two-pronged metal rod, this wand has a handle coated in thick rubber. Each prong ends in a copper coil. When Activated, the wand produces a loud zapping sound.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast paralyze, electrocuting the target into immobility. Each target takes electricity damage at the start of its turns while it remains stunned or paralyzed due to the spell. The amount of damage depends on the wand's type." + }, + { + "name": "Wand of Pernicious Poison (1st-Rank Spell)", + "trait": "Magical, Poison, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2286", + "summary": "This wand is made of chitin, topped with a hooked barb that weeps droplets of foul-smelling, green fluid when you Activate the wand.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast a Spell determined by the wand's type. The poison the spell delivers gains the virulent trait." + }, + { + "name": "Wand of Pernicious Poison (6th-Rank Spell)", + "trait": "Magical, Poison, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2286", + "summary": "The spell is 6th-rank spider sting , but it deals 3d6 damage on a touch or on a successful save, and delivers this poison. Deadly Spider Venom ( …", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast a Spell determined by the wand's type. The poison the spell delivers gains the virulent trait." + }, + { + "name": "Wand of Purification (2nd-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "", + "url": "/Equipment.aspx?ID=3476", + "summary": "This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification contain either cleanse affliction, clear mind, or sound body, decided when the wand is created.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the effect until the beginning of your next turn, instead of to fully counteract it, then you can Sustain the Activation of the wand each round to suppress the effect for an additional round, to a maximum of 1 minute. You Sustain the Activation by shaking the wand, so if at any point you release or otherwise drop the wand, the effect immediately stops being suppressed and resumes on the target as normal." + }, + { + "name": "Wand of Purification (3rd-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "", + "url": "/Equipment.aspx?ID=3476", + "summary": "This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification contain either cleanse affliction, clear mind, or sound body, decided when the wand is created.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the effect until the beginning of your next turn, instead of to fully counteract it, then you can Sustain the Activation of the wand each round to suppress the effect for an additional round, to a maximum of 1 minute. You Sustain the Activation by shaking the wand, so if at any point you release or otherwise drop the wand, the effect immediately stops being suppressed and resumes on the target as normal." + }, + { + "name": "Wand of Purification (4th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "", + "url": "/Equipment.aspx?ID=3476", + "summary": "This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification contain either cleanse affliction, clear mind, or sound body, decided when the wand is created.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the effect until the beginning of your next turn, instead of to fully counteract it, then you can Sustain the Activation of the wand each round to suppress the effect for an additional round, to a maximum of 1 minute. You Sustain the Activation by shaking the wand, so if at any point you release or otherwise drop the wand, the effect immediately stops being suppressed and resumes on the target as normal." + }, + { + "name": "Wand of Purification (5th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "", + "url": "/Equipment.aspx?ID=3476", + "summary": "This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification contain either cleanse affliction, clear mind, or sound body, decided when the wand is created.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the effect until the beginning of your next turn, instead of to fully counteract it, then you can Sustain the Activation of the wand each round to suppress the effect for an additional round, to a maximum of 1 minute. You Sustain the Activation by shaking the wand, so if at any point you release or otherwise drop the wand, the effect immediately stops being suppressed and resumes on the target as normal." + }, + { + "name": "Wand of Purification (6th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "", + "url": "/Equipment.aspx?ID=3476", + "summary": "This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification contain either cleanse affliction, clear mind, or sound body, decided when the wand is created.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the effect until the beginning of your next turn, instead of to fully counteract it, then you can Sustain the Activation of the wand each round to suppress the effect for an additional round, to a maximum of 1 minute. You Sustain the Activation by shaking the wand, so if at any point you release or otherwise drop the wand, the effect immediately stops being suppressed and resumes on the target as normal." + }, + { + "name": "Wand of Purification (7th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "", + "url": "/Equipment.aspx?ID=3476", + "summary": "This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification contain either cleanse affliction, clear mind, or sound body, decided when the wand is created.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the effect until the beginning of your next turn, instead of to fully counteract it, then you can Sustain the Activation of the wand each round to suppress the effect for an additional round, to a maximum of 1 minute. You Sustain the Activation by shaking the wand, so if at any point you release or otherwise drop the wand, the effect immediately stops being suppressed and resumes on the target as normal." + }, + { + "name": "Wand of Purification (8th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "", + "url": "/Equipment.aspx?ID=3476", + "summary": "This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification contain either cleanse affliction, clear mind, or sound body, decided when the wand is created.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the effect until the beginning of your next turn, instead of to fully counteract it, then you can Sustain the Activation of the wand each round to suppress the effect for an additional round, to a maximum of 1 minute. You Sustain the Activation by shaking the wand, so if at any point you release or otherwise drop the wand, the effect immediately stops being suppressed and resumes on the target as normal." + }, + { + "name": "Wand of Purification (9th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "", + "url": "/Equipment.aspx?ID=3476", + "summary": "This cypress onusa rod is decorated with a number of paper streamers that rustle when shaken to direct purification magic. Wands of purification contain either cleanse affliction, clear mind, or sound body, decided when the wand is created.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast cleanse affliction, clear mind, or sound body of the indicated level. If your counteract check would be sufficient only to suppress the effect until the beginning of your next turn, instead of to fully counteract it, then you can Sustain the Activation of the wand each round to suppress the effect for an additional round, to a maximum of 1 minute. You Sustain the Activation by shaking the wand, so if at any point you release or otherwise drop the wand, the effect immediately stops being suppressed and resumes on the target as normal." + }, + { + "name": "Wand of Reaching (1st-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2287", + "summary": "This long, slender wand is constructed of silver, polished to a mirror shine.", + "activation": "Cast a Spell; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet." + }, + { + "name": "Wand of Reaching (2nd-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2287", + "summary": "This long, slender wand is constructed of silver, polished to a mirror shine.", + "activation": "Cast a Spell; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet." + }, + { + "name": "Wand of Reaching (3rd-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2287", + "summary": "This long, slender wand is constructed of silver, polished to a mirror shine.", + "activation": "Cast a Spell; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet." + }, + { + "name": "Wand of Reaching (4th-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2287", + "summary": "This long, slender wand is constructed of silver, polished to a mirror shine.", + "activation": "Cast a Spell; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet." + }, + { + "name": "Wand of Reaching (5th-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2287", + "summary": "This long, slender wand is constructed of silver, polished to a mirror shine.", + "activation": "Cast a Spell; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet." + }, + { + "name": "Wand of Reaching (6th-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2287", + "summary": "This long, slender wand is constructed of silver, polished to a mirror shine.", + "activation": "Cast a Spell; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet." + }, + { + "name": "Wand of Reaching (7th-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2287", + "summary": "This long, slender wand is constructed of silver, polished to a mirror shine.", + "activation": "Cast a Spell; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet." + }, + { + "name": "Wand of Reaching (8th-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2287", + "summary": "This long, slender wand is constructed of silver, polished to a mirror shine.", + "activation": "Cast a Spell; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet." + }, + { + "name": "Wand of Reaching (9th-Rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2287", + "summary": "This long, slender wand is constructed of silver, polished to a mirror shine.", + "activation": "Cast a Spell; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Frequency once per day, plus overcharge; Effect You Cast the Spell. Its range increases by 30 feet. As normal for increasing ranges, if the spell normally has a range of touch, its range extends to 30 feet." + }, + { + "name": "Wand of Refracting Rays (4th-Rank Spell)", + "trait": "Light, Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2288", + "summary": "This wand is short and wide with a hexagonal, crystal shaft and a leather-wrapped handle. The wand refracts direct bright light into a rainbow.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic ray of the indicated rank. After you cast the spell, if you hit the target, the light refracts to another creature within 30 feet of the first target. Roll your spell attack roll and to determine the ray's color separately for each target. The ray continues to refract each time it hits. The refraction ceases if you miss any target, and you can end the refraction at any point. You can't target the same creature more than once, and you must have line of effect to all targets." + }, + { + "name": "Wand of Refracting Rays (6th-Rank Spell)", + "trait": "Light, Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2288", + "summary": "This wand is short and wide with a hexagonal, crystal shaft and a leather-wrapped handle. The wand refracts direct bright light into a rainbow.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast chromatic ray of the indicated rank. After you cast the spell, if you hit the target, the light refracts to another creature within 30 feet of the first target. Roll your spell attack roll and to determine the ray's color separately for each target. The ray continues to refract each time it hits. The refraction ceases if you miss any target, and you can end the refraction at any point. You can't target the same creature more than once, and you must have line of effect to all targets." + }, + { + "name": "Wand of Rolling Flames (2nd-Rank Spell)", + "trait": "Fire, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2289", + "summary": "The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand’s type. If a creature in the flames doesn’t move on its turn, it takes the damage for each of the squares it’s in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it), provided it’s on the ground." + }, + { + "name": "Wand of Rolling Flames (3rd-Rank Spell)", + "trait": "Fire, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2289", + "summary": "The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand’s type. If a creature in the flames doesn’t move on its turn, it takes the damage for each of the squares it’s in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it), provided it’s on the ground." + }, + { + "name": "Wand of Rolling Flames (4th-Rank Spell)", + "trait": "Fire, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2289", + "summary": "The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand’s type. If a creature in the flames doesn’t move on its turn, it takes the damage for each of the squares it’s in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it), provided it’s on the ground." + }, + { + "name": "Wand of Rolling Flames (5th-Rank Spell)", + "trait": "Fire, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2289", + "summary": "The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand’s type. If a creature in the flames doesn’t move on its turn, it takes the damage for each of the squares it’s in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it), provided it’s on the ground." + }, + { + "name": "Wand of Rolling Flames (6th-Rank Spell)", + "trait": "Fire, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2289", + "summary": "The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand’s type. If a creature in the flames doesn’t move on its turn, it takes the damage for each of the squares it’s in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it), provided it’s on the ground." + }, + { + "name": "Wand of Rolling Flames (7th-Rank Spell)", + "trait": "Fire, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2289", + "summary": "The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand’s type. If a creature in the flames doesn’t move on its turn, it takes the damage for each of the squares it’s in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it), provided it’s on the ground." + }, + { + "name": "Wand of Rolling Flames (8th-Rank Spell)", + "trait": "Fire, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2289", + "summary": "The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand’s type. If a creature in the flames doesn’t move on its turn, it takes the damage for each of the squares it’s in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it), provided it’s on the ground." + }, + { + "name": "Wand of Rolling Flames (9th-Rank Spell)", + "trait": "Fire, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2289", + "summary": "The luminous design of red-orange cracks on this black obsidian wand suggests cooling lava.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast floating flame of the indicated rank. If you create the flame on the ground, the ground in the sphere’s square and all adjacent squares are coated in rolling flames until the start of your next turn. These are difficult terrain and hazardous terrain. A creature that moves on the ground takes fire damage for every square of rolling flames it moves into, with the amount determined by the wand’s type. If a creature in the flames doesn’t move on its turn, it takes the damage for each of the squares it’s in at the end of its turn. The first time you Sustain the Spell each round, the sphere creates rolling flames again in its new location (or the same location if you chose not to move it), provided it’s on the ground." + }, + { + "name": "Wand of Shardstorm (1st-rank Spell)", + "trait": "Force, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3052", + "summary": "This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast force barrage of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of force barrage. Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again." + }, + { + "name": "Wand of Shardstorm (3rd-rank Spell)", + "trait": "Force, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3052", + "summary": "This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast force barrage of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of force barrage. Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again." + }, + { + "name": "Wand of Shardstorm (5th-rank Spell)", + "trait": "Force, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3052", + "summary": "This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast force barrage of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of force barrage. Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again." + }, + { + "name": "Wand of Shardstorm (7th-rank Spell)", + "trait": "Force, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3052", + "summary": "This wand features a carved dragon’s head at its top and a polished metal sphere set in its midsection.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast force barrage of the indicated level. After you cast the spell, an additional missile or missiles are released from the wand at the start of each of your turns, as though you cast the 1-action version of force barrage. Choose targets each time. This lasts for 1 minute, until you’re no longer wielding the wand, or until you try to activate the wand again." + }, + { + "name": "Wand of Shocking Haze", + "trait": "Magical, Visual, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2290", + "summary": "Thin, shiny wires crisscross the surface of this smooth, black wand. The pommel is capped with a polished metal sphere, which sometimes emits small electric sparks.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast blur, and the wand creates faint orbs of electricity concealed in the haze around you. Each time a creature that’s adjacent to you fails a flat check against the concealment from blur, they explode one of the orbs, causing them to take 5 electricity damage." + }, + { + "name": "Wand of Shrouded Step", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2291", + "summary": "When you move this delicately carved poplar wand, it looks indistinct, leaving a trail of afterimages in its wake. ", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fleet step. For the duration of the spell, you're also concealed while you Stride." + }, + { + "name": "Wand of Slaughter (7th-Rank Spell)", + "trait": "Magical, Void, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3427", + "summary": "This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast execute at the indicated rank. If the spell slays a living target, the corpse releases grim energy in a 20-foot emanation, dealing void damage equal to double the spell's rank." + }, + { + "name": "Wand of Slaughter (8th-Rank Spell)", + "trait": "Magical, Void, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3427", + "summary": "This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast execute at the indicated rank. If the spell slays a living target, the corpse releases grim energy in a 20-foot emanation, dealing void damage equal to double the spell's rank." + }, + { + "name": "Wand of Slaughter (9th-Rank Spell)", + "trait": "Magical, Void, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3427", + "summary": "This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast execute at the indicated rank. If the spell slays a living target, the corpse releases grim energy in a 20-foot emanation, dealing void damage equal to double the spell's rank." + }, + { + "name": "Wand of Slaying (7th-Level Spell)", + "trait": "Illusion, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=371", + "summary": "This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull instead of their face.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast finger of death of the indicated level. If the spell slays its target, the corpse releases negative energy in a 20-foot emanation, dealing negative damage equal to double the spell’s level." + }, + { + "name": "Wand of Slaying (8th-Level Spell)", + "trait": "Illusion, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=371", + "summary": "This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull instead of their face.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast finger of death of the indicated level. If the spell slays its target, the corpse releases negative energy in a 20-foot emanation, dealing negative damage equal to double the spell’s level." + }, + { + "name": "Wand of Slaying (9th-Level Spell)", + "trait": "Illusion, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=371", + "summary": "This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull instead of their face.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast finger of death of the indicated level. If the spell slays its target, the corpse releases negative energy in a 20-foot emanation, dealing negative damage equal to double the spell’s level." + }, + { + "name": "Wand of Smoldering Fireballs (3rd-Rank Spell)", + "trait": "Fire, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3428", + "summary": "This blackened, heavily burned stick smells faintly of saltpeter.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fireball at the indicated rank. Each creature that fails its save takes persistent fire damage." + }, + { + "name": "Wand of Smoldering Fireballs (5th-Rank Spell)", + "trait": "Fire, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3428", + "summary": "This blackened, heavily burned stick smells faintly of saltpeter.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fireball at the indicated rank. Each creature that fails its save takes persistent fire damage." + }, + { + "name": "Wand of Smoldering Fireballs (7th-Rank Spell)", + "trait": "Fire, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3428", + "summary": "This blackened, heavily burned stick smells faintly of saltpeter.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fireball at the indicated rank. Each creature that fails its save takes persistent fire damage." + }, + { + "name": "Wand of Smoldering Fireballs (9th-Rank Spell)", + "trait": "Fire, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3428", + "summary": "This blackened, heavily burned stick smells faintly of saltpeter.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast fireball at the indicated rank. Each creature that fails its save takes persistent fire damage." + }, + { + "name": "Wand of Spiritual Warfare (2nd-Level)", + "trait": "Evocation, Force, Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=1247", + "summary": "PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast spiritual weapon of the indicated level. When you critically hit, you apply the weapon's critical specialization effect. In addition, you can etch one of the following property runes onto the wand: corrosive, flaming, frost, shock, thundering, or their respective greater versions. The spiritual weapon's Strikes gain the effects of this rune." + }, + { + "name": "Wand of Spiritual Warfare (4th-Level)", + "trait": "Evocation, Force, Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=1247", + "summary": "PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast spiritual weapon of the indicated level. When you critically hit, you apply the weapon's critical specialization effect. In addition, you can etch one of the following property runes onto the wand: corrosive, flaming, frost, shock, thundering, or their respective greater versions. The spiritual weapon's Strikes gain the effects of this rune." + }, + { + "name": "Wand of Spiritual Warfare (6th-Level)", + "trait": "Evocation, Force, Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=1247", + "summary": "PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast spiritual weapon of the indicated level. When you critically hit, you apply the weapon's critical specialization effect. In addition, you can etch one of the following property runes onto the wand: corrosive, flaming, frost, shock, thundering, or their respective greater versions. The spiritual weapon's Strikes gain the effects of this rune." + }, + { + "name": "Wand of Spiritual Warfare (8th-Level)", + "trait": "Evocation, Force, Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=1247", + "summary": "PFS Note Due to their connection to the shop’s proprietor, all Pathfinder Society agents have access to the items from Barghest’s Bin", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast spiritual weapon of the indicated level. When you critically hit, you apply the weapon's critical specialization effect. In addition, you can etch one of the following property runes onto the wand: corrosive, flaming, frost, shock, thundering, or their respective greater versions. The spiritual weapon's Strikes gain the effects of this rune." + }, + { + "name": "Wand of Splintered Sorrows (2d-Rank Spell)", + "trait": "Magical, Uncommon, Wand, Wood", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3727", + "summary": "This wooden wand is roughly cut, as if it had been crudely chopped from a tree and left forgotten. When held, the wand imparts feelings of deep sorrow.", + "activation": "Cast a Spell; Frequency once per day plus overcharge; Effect You cast splinter volley of the indicated rank. Each splinter contains some of the despair felt by cruelly harvested trees, causing any creature damaged by this spell to become stupefied 2 for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target also weeps, becoming slowed 1 for the same duration." + }, + { + "name": "Wand of Splintered Sorrows (4th-Rank Spell)", + "trait": "Magical, Uncommon, Wand, Wood", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3727", + "summary": "This wooden wand is roughly cut, as if it had been crudely chopped from a tree and left forgotten. When held, the wand imparts feelings of deep sorrow.", + "activation": "Cast a Spell; Frequency once per day plus overcharge; Effect You cast splinter volley of the indicated rank. Each splinter contains some of the despair felt by cruelly harvested trees, causing any creature damaged by this spell to become stupefied 2 for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target also weeps, becoming slowed 1 for the same duration." + }, + { + "name": "Wand of Splintered Sorrows (6th-Rank Spell)", + "trait": "Magical, Uncommon, Wand, Wood", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3727", + "summary": "This wooden wand is roughly cut, as if it had been crudely chopped from a tree and left forgotten. When held, the wand imparts feelings of deep sorrow.", + "activation": "Cast a Spell; Frequency once per day plus overcharge; Effect You cast splinter volley of the indicated rank. Each splinter contains some of the despair felt by cruelly harvested trees, causing any creature damaged by this spell to become stupefied 2 for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target also weeps, becoming slowed 1 for the same duration." + }, + { + "name": "Wand of Splintered Sorrows (8th-Rank Spell)", + "trait": "Magical, Uncommon, Wand, Wood", + "item_category": "Wands", + "item_subcategory": "Magic Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3727", + "summary": "This wooden wand is roughly cut, as if it had been crudely chopped from a tree and left forgotten. When held, the wand imparts feelings of deep sorrow.", + "activation": "Cast a Spell; Frequency once per day plus overcharge; Effect You cast splinter volley of the indicated rank. Each splinter contains some of the despair felt by cruelly harvested trees, causing any creature damaged by this spell to become stupefied 2 for a number of rounds equal to the spell rank. On a critical success on the attack roll, the target also weeps, becoming slowed 1 for the same duration." + }, + { + "name": "Wand of Teeming Ghosts (2nd-Level Spell)", + "trait": "Magical, Necromancy, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=795", + "summary": "This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.", + "activation": "free-action] envision; Trigger You successfully impart the frightened 1 condition to a creature; Requirements You have temporary Hit Points; Effect You end false life and increase the creature's frightened condition value to 2." + }, + { + "name": "Wand of Teeming Ghosts (2nd-Rank Spell)", + "trait": "Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2292", + "summary": "This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.", + "activation": "free-action] (concentrate); Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false vitality; Effect You end false vitality and increase the creature's frightened condition value to 2." + }, + { + "name": "Wand of Teeming Ghosts (3rd-Level Spell)", + "trait": "Magical, Necromancy, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=795", + "summary": "This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.", + "activation": "free-action] envision; Trigger You successfully impart the frightened 1 condition to a creature; Requirements You have temporary Hit Points; Effect You end false life and increase the creature's frightened condition value to 2." + }, + { + "name": "Wand of Teeming Ghosts (3rd-Rank Spell)", + "trait": "Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2292", + "summary": "This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.", + "activation": "free-action] (concentrate); Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false vitality; Effect You end false vitality and increase the creature's frightened condition value to 2." + }, + { + "name": "Wand of Teeming Ghosts (4th-Level Spell)", + "trait": "Magical, Necromancy, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=795", + "summary": "This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.", + "activation": "free-action] envision; Trigger You successfully impart the frightened 1 condition to a creature; Requirements You have temporary Hit Points; Effect You end false life and increase the creature's frightened condition value to 2." + }, + { + "name": "Wand of Teeming Ghosts (4th-Rank Spell)", + "trait": "Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2292", + "summary": "This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.", + "activation": "free-action] (concentrate); Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false vitality; Effect You end false vitality and increase the creature's frightened condition value to 2." + }, + { + "name": "Wand of Teeming Ghosts (5th-Level Spell)", + "trait": "Magical, Necromancy, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=795", + "summary": "This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.", + "activation": "free-action] envision; Trigger You successfully impart the frightened 1 condition to a creature; Requirements You have temporary Hit Points; Effect You end false life and increase the creature's frightened condition value to 2." + }, + { + "name": "Wand of Teeming Ghosts (5th-Rank Spell)", + "trait": "Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2292", + "summary": "This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.", + "activation": "free-action] (concentrate); Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false vitality; Effect You end false vitality and increase the creature's frightened condition value to 2." + }, + { + "name": "Wand of Teeming Ghosts (6th-Level Spell)", + "trait": "Magical, Necromancy, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=795", + "summary": "This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.", + "activation": "free-action] envision; Trigger You successfully impart the frightened 1 condition to a creature; Requirements You have temporary Hit Points; Effect You end false life and increase the creature's frightened condition value to 2." + }, + { + "name": "Wand of Teeming Ghosts (6th-Rank Spell)", + "trait": "Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2292", + "summary": "This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.", + "activation": "free-action] (concentrate); Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false vitality; Effect You end false vitality and increase the creature's frightened condition value to 2." + }, + { + "name": "Wand of Teeming Ghosts (7th-Level Spell)", + "trait": "Magical, Necromancy, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=795", + "summary": "This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.", + "activation": "free-action] envision; Trigger You successfully impart the frightened 1 condition to a creature; Requirements You have temporary Hit Points; Effect You end false life and increase the creature's frightened condition value to 2." + }, + { + "name": "Wand of Teeming Ghosts (7th-Rank Spell)", + "trait": "Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2292", + "summary": "This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.", + "activation": "free-action] (concentrate); Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false vitality; Effect You end false vitality and increase the creature's frightened condition value to 2." + }, + { + "name": "Wand of Teeming Ghosts (8th-Level Spell)", + "trait": "Magical, Necromancy, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=795", + "summary": "This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.", + "activation": "free-action] envision; Trigger You successfully impart the frightened 1 condition to a creature; Requirements You have temporary Hit Points; Effect You end false life and increase the creature's frightened condition value to 2." + }, + { + "name": "Wand of Teeming Ghosts (8th-Rank Spell)", + "trait": "Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2292", + "summary": "This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.", + "activation": "free-action] (concentrate); Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false vitality; Effect You end false vitality and increase the creature's frightened condition value to 2." + }, + { + "name": "Wand of Teeming Ghosts (9th-Level Spell)", + "trait": "Magical, Necromancy, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=795", + "summary": "This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.", + "activation": "free-action] envision; Trigger You successfully impart the frightened 1 condition to a creature; Requirements You have temporary Hit Points; Effect You end false life and increase the creature's frightened condition value to 2." + }, + { + "name": "Wand of Teeming Ghosts (9th-Rank Spell)", + "trait": "Magical, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2292", + "summary": "This pale wooden wand is carved to resemble a thigh bone with metal caps at each end. Ghostly tendrils seem to swirl around it every so often.", + "activation": "free-action] (concentrate); Trigger You successfully impart the frightened 1 condition on a creature; Requirements You have at least 1 temporary Hit Point from false vitality; Effect You end false vitality and increase the creature's frightened condition value to 2." + }, + { + "name": "Wand of the Ash Puppet", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2293", + "summary": "This wand is composed of ash that has been compressed, shaped, and sealed with a clear lacquer. When you trace the wand's tip along a solid surface, it leaves a black trail of charcoal. Writing with the wand in this way never damages or wears the wand down.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast disintegrate. If the spell reduces a living creature to fine powder, you animate that creature's ashes into a sulfur zombie with the same general appearance as the disintegrated creature. You control this sulfur zombie, which gains the minion and summoned traits. You can issue a verbal command to the sulfur zombie as a single action with the auditory and concentrate traits. The sulfur zombie crumbles into inanimate ash when reduced to 0 Hit Points or after 1 minute, whichever comes first." + }, + { + "name": "Wand of the Pampered Pet", + "trait": "Extradimensional, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2294", + "summary": "This extravagant wand is made of gold and capped with a large, sparkling gemstone. Its handle is wrapped in plush, padded fabric. ", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast pet cache but the accommodations inside the extradimensional space are luxurious and spacious. The food is delicious gourmet cuisine tailored to the pet's palate, the habitat is the perfect temperature and environment for the pet, complete with comfortable bed or lounging area. A pair of phantom hands pamper the pet, patting, grooming, or playing with it at the creature's whim." + }, + { + "name": "Wand of the Snowfields (5th-Rank Spell)", + "trait": "Cold, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3429", + "summary": "This wand is a slender length of ice-blue glass.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast howling blizzard. Snow lingers in the spell's area, remaining as difficult terrain for 1 minute." + }, + { + "name": "Wand of the Snowfields (7th-Rank Spell)", + "trait": "Cold, Magical, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3429", + "summary": "This wand is a slender length of ice-blue glass.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast howling blizzard. Snow lingers in the spell's area, remaining as difficult terrain for 1 minute." + }, + { + "name": "Wand of the Spider (2nd-Rank Spell)", + "trait": "Magical, Poison, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3430", + "summary": "The length of this wand is a pair of twisted giant spider legs.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast web, but the strands of webbing are toxic. Any creature that fails its Athletics check or Reflex save to navigate the web takes 1d6 poison damage." + }, + { + "name": "Wand of the Spider (4th-Rank Spell)", + "trait": "Magical, Poison, Wand", + "item_category": "Wands", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3430", + "summary": "The strands deal 2d6 poison damage plus 1d6 persistent poison damage.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast web, but the strands of webbing are toxic. Any creature that fails its Athletics check or Reflex save to navigate the web takes 1d6 poison damage." + }, + { + "name": "Wand of Thundering Echoes (3rd-Level)", + "trait": "Evocation, Magical, Sonic, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=1385", + "summary": "A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast sound burst of the indicated level. After you Cast the Spell, at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below 2d10. The echoes don't affect structures or other items." + }, + { + "name": "Wand of Thundering Echoes (4th-Level)", + "trait": "Evocation, Magical, Sonic, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=1385", + "summary": "A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast sound burst of the indicated level. After you Cast the Spell, at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below 2d10. The echoes don't affect structures or other items." + }, + { + "name": "Wand of Thundering Echoes (5th-Level)", + "trait": "Evocation, Magical, Sonic, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=1385", + "summary": "A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast sound burst of the indicated level. After you Cast the Spell, at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below 2d10. The echoes don't affect structures or other items." + }, + { + "name": "Wand of Thundering Echoes (6th-Level)", + "trait": "Evocation, Magical, Sonic, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=1385", + "summary": "A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast sound burst of the indicated level. After you Cast the Spell, at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below 2d10. The echoes don't affect structures or other items." + }, + { + "name": "Wand of Thundering Echoes (7th-Level)", + "trait": "Evocation, Magical, Sonic, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=1385", + "summary": "A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast sound burst of the indicated level. After you Cast the Spell, at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below 2d10. The echoes don't affect structures or other items." + }, + { + "name": "Wand of Thundering Echoes (8th-Level)", + "trait": "Evocation, Magical, Sonic, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=1385", + "summary": "A forked, lightning-like crack runs down the length of this ornate stone wand, which rumbles slightly with the peals of distant thunder.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast sound burst of the indicated level. After you Cast the Spell, at the start of each of your turns, the sound echoes in the same area as if you had cast it again, though it deals one fewer d10. This effect lasts until the damage is reduced to below 2d10. The echoes don't affect structures or other items." + }, + { + "name": "Wand of Tormented Slumber", + "trait": "Magical, Mental, Sleep, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2295", + "summary": "The carved talon of an unidentifiable beast comprises this wand. Blood-stained cloth wraps the thicker part of the talon, which acts as a handle. ", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast 4th-rank sleep, but the slumbering creatures have terrifying nightmares. A creature knocked unconscious by this spell takes 1d6 persistent mental damage. This damage wakes the creature from unconsciousness only if it deals 4 or more damage on a single roll. If the creature awakens from its unconsciousness due to damage (whether it was the persistent mental damage or not), it's frightened 1. If it awakens from damage on its own turn, the creature doesn't reduce its frightened condition automatically on that turn." + }, + { + "name": "Wand of Toxic Blades (6th-Rank Spell)", + "trait": "Force, Magical, Poison, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2296", + "summary": "This slender metal wand is tinted green and small images of bladed weapons are etched on its surface.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast blessed boundary of the indicated rank. Damage from the wall also exposes the damaged creature to a poison determined by the wand’s type. The poison uses its normal DC. A creature can be exposed to the poison no more than once per turn." + }, + { + "name": "Wand of Toxic Blades (7th-Rank Spell)", + "trait": "Force, Magical, Poison, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2296", + "summary": "This slender metal wand is tinted green and small images of bladed weapons are etched on its surface.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast blessed boundary of the indicated rank. Damage from the wall also exposes the damaged creature to a poison determined by the wand’s type. The poison uses its normal DC. A creature can be exposed to the poison no more than once per turn." + }, + { + "name": "Wand of Toxic Blades (8th-Rank Spell)", + "trait": "Force, Magical, Poison, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2296", + "summary": "This slender metal wand is tinted green and small images of bladed weapons are etched on its surface.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast blessed boundary of the indicated rank. Damage from the wall also exposes the damaged creature to a poison determined by the wand’s type. The poison uses its normal DC. A creature can be exposed to the poison no more than once per turn." + }, + { + "name": "Wand of Traitorous Thoughts", + "trait": "Magical, Mental, Uncommon, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2297", + "summary": "When you hold this sleek, shiny gray wand, you hear a faint chorus of overlapping whispers. ", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast mind probe. The first time the target rolls a success at a Deception check to mislead your probe, it gets a result one step worse than it rolled. This means you learn the answer if the target's Deception check would have succeeded, and you learn nothing rather than believing a falsehood if the check would have been a critical success." + }, + { + "name": "Wand of Wearying Dance", + "trait": "Magical, Mental, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=2298", + "summary": "This colorfully painted wand has a few jingling bells tied to the pommel. ", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; Effect You cast uncontrollable dance. When the spell's duration ends, if the target was forced to dance for 1 minute, it becomes fatigued." + }, + { + "name": "Wand of Widening (1st-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3053", + "summary": "The end of this wand is forked with a peridot setting.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line." + }, + { + "name": "Wand of Widening (2nd-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3053", + "summary": "The end of this wand is forked with a peridot setting.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line." + }, + { + "name": "Wand of Widening (3rd-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3053", + "summary": "The end of this wand is forked with a peridot setting.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line." + }, + { + "name": "Wand of Widening (4th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3053", + "summary": "The end of this wand is forked with a peridot setting.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line." + }, + { + "name": "Wand of Widening (5th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3053", + "summary": "The end of this wand is forked with a peridot setting.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line." + }, + { + "name": "Wand of Widening (6th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3053", + "summary": "The end of this wand is forked with a peridot setting.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line." + }, + { + "name": "Wand of Widening (7th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3053", + "summary": "The end of this wand is forked with a peridot setting.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line." + }, + { + "name": "Wand of Widening (8th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3053", + "summary": "The end of this wand is forked with a peridot setting.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line." + }, + { + "name": "Wand of Widening (9th-rank Spell)", + "trait": "Magical, Wand", + "item_category": "Wands", + "item_subcategory": "Specialty Wands", + "bulk": "L", + "url": "/Equipment.aspx?ID=3053", + "summary": "The end of this wand is forked with a peridot setting.", + "activation": "Cast a Spell; Frequency once per day, plus overcharge; This activation takes [two-actions] if the spell normally takes [one-action] to cast, or [three-actions] if the spell normally takes [two-actions] ; Effect You Cast the Spell, and increase its area. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet; add 5 feet to the length of a cone or line that is normally 15 feet long or smaller; or add 10 feet to the length of a larger cone or line." + }, + { + "name": "Wandering Pipe", + "trait": "Artifact, Invested, Magical, Mythic, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3513", + "summary": "This long-stemmed pipe always emits a thin plume of smoke, even when not lit or in active use. The exact material the pipe is made of varies in every accounting; sometimes made of polished oak, other times ebony, sometimes stone, and in one Erutaki legend the pipe is made of pure ice that somehow holds a flame. Though the wandering pipe is not intelligent, it is rumored to possess a certain capriciousness, leaving the possession of mortals whose lives are not exciting enough but inevitably finding its way back to its one true owner.", + "activation": "Smoky Protections [two-actions] (concentrate, manipulate, primal) ; Cost 1 Mythic Point; Frequency once per day; Effect For the next 10 minutes, smoke gathers around you buoying your steps and protecting you. For the duration of this effect, you gain a fly Speed equal to your land Speed and automatically hover in place, and you have concealment from ranged attacks." + }, + { + "name": "War Blood Mutagen (Greater)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1549", + "summary": "Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding.", + "activation": "one-action] Interact" + }, + { + "name": "War Blood Mutagen (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1549", + "summary": "Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding.", + "activation": "one-action] Interact" + }, + { + "name": "War Blood Mutagen (Major)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1549", + "summary": "Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding.", + "activation": "one-action] Interact" + }, + { + "name": "War Blood Mutagen (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Mutagen, Polymorph, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1549", + "summary": "Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your very being reaching out to combine with the base of one melee weapon you're holding.", + "activation": "one-action] Interact" + }, + { + "name": "War Saddle", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3988", + "summary": "Each war saddle is specifically fitted to a mount’s body type and has numerous straps that can secure you on your mount. You remain mounted even if you fall unconscious until either you or someone else uses an Interact action to unfasten the straps on the saddle. A creature or effect can separate you from your mount by pulling so hard it tears the straps, but to do so, the effect’s DC, attack roll, or skill check must exceed 20." + }, + { + "name": "War strider", + "trait": "Uncommon", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=105", + "summary": "This massive steam-powered vehicle resembles a giant insect with six articulated legs topped with a bulbous turret capable of swiveling 360 degrees to bring its forward-mounted weapons to bear on enemies in any direction. It has weapon ports on either side of its head that give the appearance of eyes. With its long, mechanized legs, it can easily climb over obstacles and cross wide chasms." + }, + { + "name": "War Wagon", + "trait": "", + "item_category": "Vehicles", + "item_subcategory": "", + "bulk": "", + "url": "/Vehicles.aspx?ID=106", + "summary": "Often adorned with spikes and other defensive countermeasures, a war wagon is an intimidating sight on any battlefield. It can carry both soldiers and a siege weapon." + }, + { + "name": "Warcaller's Chime of Blasting", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1093", + "summary": "The Nantambu 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.", + "activation": "two-actions] envision, Interact; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below." + }, + { + "name": "Warcaller's Chime of Destruction", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1093", + "summary": "The Nantambu 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.", + "activation": "two-actions] envision, Interact; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below." + }, + { + "name": "Warcaller's Chime of Dread", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1093", + "summary": "The Nantambu 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.", + "activation": "two-actions] envision, Interact; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below." + }, + { + "name": "Warcaller's Chime of Refuge", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1093", + "summary": "The Nantambu 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.", + "activation": "two-actions] envision, Interact; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below." + }, + { + "name": "Warcaller's Chime of Resistance", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1093", + "summary": "The Nantambu 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.", + "activation": "two-actions] envision, Interact; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below." + }, + { + "name": "Warcaller's Chime of Restoration", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1093", + "summary": "The Nantambu 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.", + "activation": "two-actions] envision, Interact; Effect You ring the chime, unleashing its magic. The specifics of each chime, as well as the activation's frequency (if any), appear in its entry below." + }, + { + "name": "Warden's Signet", + "trait": "Focused, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=2330", + "summary": "This symbol shows your dedication to the magic practiced by some rangers. Most rangers wear it on an amulet, ring, or piercing. You gain a +2 item bonus to Nature checks.", + "activation": "free-action] (concentrate); Frequency once per day; Effect You gain 1 Focus Point, which you can use only to cast a ranger warden spell. When you use this Focus Point, the warden’s signet also casts a 4th-rank oaken resilience spell on you. If not used by the end of your turn, this Focus Point is lost." + }, + { + "name": "Warding Statuette", + "trait": "Force, Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2242", + "summary": "This small figurine is carved from soapstone in the shape of a deity or guardian, facing both front and back to indicate unflagging vigilance. The spell attack roll of any spell cast by activating this item is +13.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast spiritual guardian." + }, + { + "name": "Warding Statuette (Greater)", + "trait": "Force, Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2242", + "summary": "This small figurine is carved from soapstone in the shape of a deity or guardian, facing both front and back to indicate unflagging vigilance. The spell attack roll of any spell cast by activating this item is +13.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast spiritual guardian." + }, + { + "name": "Warding Element Draught", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1934", + "summary": "Using ingredients collected from pure elemental sources, a warding element draught instills enough of the essence of the element in the imbiber to partially protect them against it. Each draught includes one of the following ingredients, chosen when the elixir is distilled, and grants a +1 item bonus to AC and saving throws against alchemical effects, spells, and magic effects with the listed elemental trait for 10 minutes.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Warding Tablets", + "trait": "Abjuration, Grimoire, Magical", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=997", + "summary": "This grimoire takes the form of a series of baked clay tablets. Any text inked upon it turns swiftly into carved depressions. ", + "activation": "one-action] envision (metamagic); Frequency once per day; Effect If your next action is to cast a beneficial abjuration spell on yourself or a single ally, you use the tablets' power to infuse the warding with additional abjurations and attempt to remove a harmful effect. Your spell attempts to counteract a harmful spell effect of your choice on the target. This isn't without risks, however. If your attempt fails to remove the harmful effect, the warding energy is consumed by the unyielding malediction, and you lose the abjuration spell's normal effects." + }, + { + "name": "Warding Tattoo", + "trait": "Abjuration, Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1000", + "summary": "Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Shackles.", + "activation": "reaction] envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage." + }, + { + "name": "Warding Tattoo (Fiend)", + "trait": "Abjuration, Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1000", + "summary": "Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Shackles.", + "activation": "reaction] envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage." + }, + { + "name": "Warding Tattoo (Trail)", + "trait": "Abjuration, Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1000", + "summary": "Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Shackles.", + "activation": "reaction] envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage." + }, + { + "name": "Warding Tattoo (Wave)", + "trait": "Abjuration, Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1000", + "summary": "Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Shackles.", + "activation": "reaction] envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage." + }, + { + "name": "Wardrobe Stone (Greater)", + "trait": "Illusion, Invested, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1323", + "summary": "You gain +3 item bonus to Perception checks involving sight and a +3 item bonus to a specific Lore skill associated with your outfit.", + "activation": "minutes) envision, Interact; Effect The wardrobe stone splits open and permanently transforms into a specific type of magical robe of your choosing. It can transform into any 20th-level or lower magical robe to which you have access, except for items that can't normally be Crafted, such as artifacts. This process is irreversible." + }, + { + "name": "Wardrobe Stone (Lesser)", + "trait": "Illusion, Invested, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1323", + "summary": "This large stone eye is the size of a fist and decorated with elaborate carvings of robes and other garments.", + "activation": "minutes) envision, Interact; Effect The wardrobe stone splits open and permanently transforms into a specific type of magical robe of your choosing. It can transform into any 20th-level or lower magical robe to which you have access, except for items that can't normally be Crafted, such as artifacts. This process is irreversible." + }, + { + "name": "Wardrobe Stone (Moderate)", + "trait": "Illusion, Invested, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1323", + "summary": "You gain a +2 item bonus to a specific Lore skill associated with your outfit, such as Carpentry Lore when wearing a carpenter's outfit or Cooking Lore when wearing a chef's outfit.", + "activation": "minutes) envision, Interact; Effect The wardrobe stone splits open and permanently transforms into a specific type of magical robe of your choosing. It can transform into any 20th-level or lower magical robe to which you have access, except for items that can't normally be Crafted, such as artifacts. This process is irreversible." + }, + { + "name": "Warming Parka", + "trait": "Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3985", + "summary": "Only a fool would march an army into a freezing climate without adequate protection. This thick parka with a hood protects you from even the harshest of conditions. You negate the damage from severe environmental cold, reduce the damage from extreme cold to that of severe cold, and reduce the damage from incredible cold to extreme cold.", + "activation": "Extra Warming [one-action] (manipulate); Frequency once per day; Effect You draw the hood of your warming parka closed to fend off the cold as much as possible. For the next minute, you gain resistance 3 to cold damage, but also take a –2 item penalty to Perception checks. You can Dismiss this effect." + }, + { + "name": "Warning Snare", + "trait": "Auditory, Consumable, Mechanical, Snare, Trap", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=348", + "summary": "Using materials specific to the area, you connect a sound‑making component to a trip wire or a pressure plate. This snare is like an alarm snare, but its subtle sound blends into ambient noise. You can detect this sound as long as you’re within 1,000 feet of the snare and aren’t prevented from hearing it. Other creatures in that area who are searching might notice the sound if their Perception check result meets or exceeds your Craft DC." + }, + { + "name": "Warpglass Chunk", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=897", + "summary": "This bizarre substance is fashioned from the raw, chaotic quintessence of the Maelstrom. It can be fashioned into weapons and items, but is too unstable to make into useful armor or shields." + }, + { + "name": "Warpglass Ingot", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=897", + "summary": "This bizarre substance is fashioned from the raw, chaotic quintessence of the Maelstrom. It can be fashioned into weapons and items, but is too unstable to make into useful armor or shields." + }, + { + "name": "Warpglass Item (High-Grade)", + "trait": "Precious, Rare", + "item_category": "Materials", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=897", + "summary": "This bizarre substance is fashioned from the raw, chaotic quintessence of the Maelstrom. It can be fashioned into weapons and items, but is too unstable to make into useful armor or shields." + }, + { + "name": "Warpipes", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3951", + "summary": "This finely crafted set of bagpipes bears the hallmark scratches and wear of the battlefield, but it nonetheless shines with polish and has been played with love. These bagpipes grant you a +1 item bonus to Performance checks while playing music with the instrument.", + "activation": "Inspirational Salute [two-actions] (auditory, concentrate, manipulate); Frequency once per day; Effect You tap into the great music of the pipes, inspiring all allies who can hear. You and all allies within a 60-foot emanation gain a +1 status bonus to damage rolls and saves against fear effects for 1 minute." + }, + { + "name": "Warpwobble Poison", + "trait": "Alchemical, Consumable, Injury, Mental, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2020", + "summary": "Warpwobble poison causes hallucinations of space bending and stretching, leading to vertigo and an inability to discern a stable place to move. …", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Warrior's Training Ring", + "trait": "Divination, Invested, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=481", + "summary": "This ring is utilitarian in design—indicating its martial use. Its band is decorated only with a simple, sharp-edged sculpture on the band’s center. While wearing this ring, you add your level to your attack rolls with all weapons with which you are untrained.", + "activation": "free-action] envision; Frequency once per day; Trigger You make an attack with a weapon in which you’re untrained; You gain a +2 circumstance bonus to the attack roll. If you are an expert in any weapon, you instead gain a +4 circumstance bonus to the attack roll." + }, + { + "name": "Watch of Lost Ages", + "trait": "Magical, Relic, Unique", + "item_category": "Relics", + "item_subcategory": "Relic Seeds", + "bulk": "L", + "url": "/Equipment.aspx?ID=2410", + "summary": "The origins of the watch of lost ages , a silver pocket watch, are enigmatic. Its construction matches no known culture, and its appearance shifts …" + }, + { + "name": "Watcher's Armband", + "trait": "Detection, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=3986", + "summary": "Soldiers who wear this burgundy armband serve as law enforcement within the ranks of a nation’s military, seeking out those who would commit crimes while in uniform. While wearing the armband, you gain a +2 item bonus to your Perception DC against Deception checks to Lie to you. In addition, you can cast ring of truth once per day as an innate 3rd-rank occult spell.", + "activation": "Find the Plant [one-action] (concentrate, detection, manipulate); Frequency once per day; Effect Sometimes people aren’t in control of their minds. You activate your armband, which, for the next minute, suddenly glows red if anyone within 30 feet of you is under the effect of a magical mental effect that is controlling their mind or body (such as dominate)." + }, + { + "name": "Watchful Portrait", + "trait": "Consumable, Magical, Scrying", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "1", + "url": "/Equipment.aspx?ID=2129", + "summary": "A watchful portrait appears to be an innocuous depiction of a bored noble, unassuming relative, or unknown local celebrity. You Activate the portrait by hanging it. While it's activated, you can use a single action with the concentrate trait to see through the eyes of the portrait instead of your own. You can do so while you're within 500 feet of the portrait, even if it's outside your line of sight or line of effect. You visually observe the area around the portrait from its perspective, using your own visual senses. While you're scrying through it, the portrait's eyes follow others more than usual. A creature that succeeds at a DC 30 Perception check notices this phenomenon. The scrying ends after 10 minutes or when you decide to stop watching through the portrait.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Water Bomb (Greater)", + "trait": "Alchemical, Bomb, Consumable, Nonlethal, Splash, Uncommon, Water", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1517", + "summary": "This bladder of water explodes when put under pressure or upon being punctured, dealing minimal damage, neutralizing acids, and dousing flames. A water bomb deals the listed bludgeoning damage and bludgeoning splash damage. On a hit, if the target is suffering from persistent acid or persistent fire damage, it can attempt a flat check to end that persistent damage immediately. As this is particularly effective assistance, the DC of the flat check is reduced from 15 to 10 for this check. On a hit against an unattended, non-magical fire, the bomb extinguishes the fire, or extinguishes one square of fire for a larger fire. Many types grant an item bonus to attack rolls, and some types extinguish wider areas of fire.", + "activation": "one-action] Strike", + "effect": "You gain a +2 item bonus to attack rolls. The bomb deals 2d4 nonlethal bludgeoning damage and 3 nonlethal bludgeoning splash damage. Except on a …" + }, + { + "name": "Water Bomb (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Nonlethal, Splash, Uncommon, Water", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1517", + "summary": "This bladder of water explodes when put under pressure or upon being punctured, dealing minimal damage, neutralizing acids, and dousing flames. A water bomb deals the listed bludgeoning damage and bludgeoning splash damage. On a hit, if the target is suffering from persistent acid or persistent fire damage, it can attempt a flat check to end that persistent damage immediately. As this is particularly effective assistance, the DC of the flat check is reduced from 15 to 10 for this check. On a hit against an unattended, non-magical fire, the bomb extinguishes the fire, or extinguishes one square of fire for a larger fire. Many types grant an item bonus to attack rolls, and some types extinguish wider areas of fire.", + "activation": "one-action] Strike", + "effect": "The bomb deals 1 nonlethal bludgeoning damage and 1 nonlethal bludgeoning splash damage." + }, + { + "name": "Water Bomb (Major)", + "trait": "Alchemical, Bomb, Consumable, Nonlethal, Splash, Uncommon, Water", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1517", + "summary": "This bladder of water explodes when put under pressure or upon being punctured, dealing minimal damage, neutralizing acids, and dousing flames. A water bomb deals the listed bludgeoning damage and bludgeoning splash damage. On a hit, if the target is suffering from persistent acid or persistent fire damage, it can attempt a flat check to end that persistent damage immediately. As this is particularly effective assistance, the DC of the flat check is reduced from 15 to 10 for this check. On a hit against an unattended, non-magical fire, the bomb extinguishes the fire, or extinguishes one square of fire for a larger fire. Many types grant an item bonus to attack rolls, and some types extinguish wider areas of fire.", + "activation": "one-action] Strike", + "effect": "You gain a +3 item bonus to attack rolls. The bomb deals 3d4 nonlethal bludgeoning damage and 4 nonlethal bludgeoning splash damage. Except on a …" + }, + { + "name": "Water Bomb (Moderate)", + "trait": "Alchemical, Bomb, Consumable, Nonlethal, Splash, Uncommon, Water", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Bombs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1517", + "summary": "This bladder of water explodes when put under pressure or upon being punctured, dealing minimal damage, neutralizing acids, and dousing flames. A water bomb deals the listed bludgeoning damage and bludgeoning splash damage. On a hit, if the target is suffering from persistent acid or persistent fire damage, it can attempt a flat check to end that persistent damage immediately. As this is particularly effective assistance, the DC of the flat check is reduced from 15 to 10 for this check. On a hit against an unattended, non-magical fire, the bomb extinguishes the fire, or extinguishes one square of fire for a larger fire. Many types grant an item bonus to attack rolls, and some types extinguish wider areas of fire.", + "activation": "one-action] Strike", + "effect": "You gain a +1 item bonus to attack rolls. The bomb deals 1d4 nonlethal bludgeoning damage and 2 nonlethal bludgeoning splash damage." + }, + { + "name": "Water Purifier", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=877", + "summary": "This small tube of metal and glass has an opening at one end into which water can be poured, leading to a series of interconnected chambers filled with purifying agents contained between various perforated walls. The purifier attempts to counteract poisons and other toxins present in water or any other liquid poured into it. Alchemically-treated replacement filters can be purchased to more effectively filter out more dangerous substances, using the filter's listed level as the counteract level. The counteract modifier is +5 for the level 1 filter, +9 for the level 5 filter, and +17 for the level 10 filter. If you pour a liquid other than water, such as a potion or beverage, into the purifier, the filtration process negates the liquid's effects and ruins the taste. The center of the tube can be unscrewed from the ends to access and replace the chambers of purifying agents. Each filter can be used to cleanse up to 10 gallons of water at a rate of about 1 gallon every 20 minutes." + }, + { + "name": "Waterproof Carrying Case", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1208", + "summary": "This buttoned, leather case protects a firearm and up to 6 rounds of ammunition from being damaged by water or other environmental effects." + }, + { + "name": "Waterproof Journal", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=845", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction." + }, + { + "name": "Waterproofing Wax", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=1012", + "summary": "Many books and spellbooks are treated in this wax formula to protect them from the elements, but waterproofing wax's liquid-repellent properties can be further applied to split up a grease spell into useful smaller sections. When the spell is cast in an area while using this catalyst, the conjured grease fills three 5-foot squares within 30 feet instead of its normal area; these squares don't need to be contiguous.", + "activation": "Cast a Spell" + }, + { + "name": "Waterskin", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2761", + "summary": "When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature." + }, + { + "name": "Waverider Barding", + "trait": "Companion, Invested, Primal, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Companion Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1327", + "summary": "This light barding is covered in wavelike patterns. The barding adjusts to fit your animal companion regardless of its shape. ", + "activation": "two-actions] Interact; Frequency once per day; Effect You trace a finger along the wave patterns on the barding, granting your companion a swim Speed of 30 feet for 10 minutes. If your companion already had a swim Speed, it gains a +10-foot item bonus to its swim Speed for 10 minutes instead. Even if the companion doesn't have the mount special ability, it can still Swim while being ridden." + }, + { + "name": "Wax Key Blank", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=878", + "summary": "This small wooden or metal box is slightly larger than a typical large key and folds open along a hinge, revealing two halves filled with wax. When a key is placed within and the box closed, the wax is displaced by the key, leaving an accurate impression of its shape. Once the key is removed, the impression left behind will remain indefinitely and can later be used to cast a duplicate key. Inserting, impressing, or removing a key each requires an Interact action. The wax inside this blank can be reused, though it must be smoothed over between uses, erasing any previous impression." + }, + { + "name": "Wayfinder", + "trait": "Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3117", + "summary": "This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe.", + "activation": "minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space." + }, + { + "name": "Wayfinder of Rescue", + "trait": "Evocation, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=470", + "summary": "This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe.", + "activation": "minutes (command, Interact); Frequency once per day; Effect You teleport back to the attuned Pathfinder Lodge, as long as you are no more than 100 miles away. This teleportation effect fails if you would bring another creature with you, even if you're carrying it in an extradimensional space." + }, + { + "name": "Weapon Harness", + "trait": "Adjustment, Uncommon", + "item_category": "Adjustments", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1826", + "summary": "A suit of armor with this adjustment incorporates short, flexible harnesses meant to connect weapons to each of its vambraces. These harnesses can each be connected to a melee weapon of light Bulk or less. Attaching or removing a weapon takes an Interact action. Someone else can attach or remove a weapon if you're willing to let them or you're unable to act. You must remove a weapon from its mount before you can completely Release or otherwise stow it." + }, + { + "name": "Weapon of False Wounds", + "trait": "Illusion, Magical, Uncommon, Visual", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3536", + "summary": "These weapons consist mostly of illusions, except in the spots where the weapon would be held. A sword, for example, would consist only of a physical handle with the permanent illusion of a blade. Weapons of false wounds come in all shapes and sizes to help accurately reenact both historic and theatrical combat without risk of injury. The most amazing property of these items is the fact the illusions become partially physical when interacting with other weapons of false wounds, allowing blades to clash and parry as they would in actual combat. As a weapon of false wounds is designed specifically to interact with other illusions, paying attention to subtle changes in the weapon’s appearance can help alert the wielder to nearby illusions. While using this item, you gain a +1 item bonus to Perception checks to disbelieve an illusion." + }, + { + "name": "Weapon Potency (+1)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Fundamental Weapon Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2830", + "summary": "Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property rune." + }, + { + "name": "Weapon Potency (+2)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Fundamental Weapon Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2830", + "summary": "Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property rune." + }, + { + "name": "Weapon Potency (+3)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Fundamental Weapon Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2830", + "summary": "Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property rune." + }, + { + "name": "Weapon Shot (Greater)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2059", + "summary": "The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it. It's a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon.", + "activation": "two-actions] (concentrate, manipulate); Effect A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the Strike with which it functions, the weapon uses the ammunition's fundamental runes, according to its type." + }, + { + "name": "Weapon Shot (Lesser)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2059", + "summary": "The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it. It's a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon.", + "activation": "two-actions] (concentrate, manipulate); Effect A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the Strike with which it functions, the weapon uses the ammunition's fundamental runes, according to its type." + }, + { + "name": "Weapon Shot (Major)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2059", + "summary": "The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it. It's a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon.", + "activation": "two-actions] (concentrate, manipulate); Effect A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the Strike with which it functions, the weapon uses the ammunition's fundamental runes, according to its type." + }, + { + "name": "Weapon Shot (Moderate)", + "trait": "Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Magical Ammunition", + "bulk": "", + "url": "/Equipment.aspx?ID=2059", + "summary": "The body of a weapon shot is translucent and filled with quicksilver. It imparts its magic to the weapon used to fire it or it summons a translucent weapon, made of force, to fire it. It's a favorite of killers and sharpshooters who need just one shot in a situation where carrying ammunition is easier than carrying a weapon.", + "activation": "two-actions] (concentrate, manipulate); Effect A ghostly weapon made of force appears, wielded by you and loaded with the weapon shot you activated. The conjured weapon sublimates into motes of briefly luminous dust if the weapon shot deactivates without you using it or just after you use the activated shot. For the Strike with which it functions, the weapon uses the ammunition's fundamental runes, according to its type." + }, + { + "name": "Weapon Siphon", + "trait": "Adjustment, Alchemical", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Other", + "bulk": "L", + "url": "/Equipment.aspx?ID=1987", + "summary": "This set of tubing snakes down the striking surface of a weapon to deliver alchemical explosives. A single lesser alchemical bomb can be fitted to the weapon siphon as an Interact action. The bomb must be one that deals energy damage, such as an acid flask, alchemist’s fire, blasting stone, bottled lightning, or frost vial. The next three attacks made with the weapon deal 1d4 damage of the bomb’s damage type in addition to the weapon’s normal damage. If the second and third attacks aren’t all made within 1 minute of the first attack, the bomb’s energy is wasted. These attacks never deal splash damage or other special effects of the bomb and aren’t modified by any abilities that add to or modify a bomb’s effect.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Weapon-Weird Oil", + "trait": "Consumable, Magical, Oil", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2077", + "summary": "Each dose of weapon-weird oil is keyed to a particular melee weapon group, selected from among axe, brawling, club, flail, hammer, knife, pick, polearm, shield, spear, and sword. The oil creates a synergy between skill and weapon, enabling you to wield the weapon in unexpected ways. You must have proficiency with the original weapon to benefit from the oil; however, you use your proficiency rank with the oil's keyed group instead of the weapon's original group. Also, you apply the critical specialization effect from the oil's keyed group instead of the weapon's normal critical specialization effect. While the oil remains effective, the grievous rune and similar magic react as if the weapon belongs to the oil's group. A weapon can be coated in only one type of weapon-weird oil at a time. Any new application of this oil supersedes any previous one. These effects last for 1 hour.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Weeping Midnight", + "trait": "Alchemical, Consumable, Injury, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=559", + "summary": "Alchemists have refined the devastatingly allergenic pollen of the widow orchid to create this venom, which swiftly causes the victim’s eyes to leak mucus and swell shut.", + "activation": "three-actions] Interact" + }, + { + "name": "Wemmuth Trinket", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "L", + "url": "/Equipment.aspx?ID=3265", + "summary": "The baubles wemmuths use to lure victims to their hunting grounds are dangerous to retrieve and often stained by blood. One of these trinkets covers the plant matter created by entangling flora with blood-drinking thorns. Creatures who fail or critically fail their Reflex saves against entangling flora also take piercing damage equal to the spell's rank.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Wet Shock Snare", + "trait": "Consumable, Electricity, Mechanical, Snare, Trap, Uncommon", + "item_category": "Snares", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1279", + "summary": "A hidden copper plate conceals a bag of electric eels. When a creature steps on the plate, the eels become agitated, and the creature takes 4d8 electricity damage (DC 21 basic Reflex save). On a critical failure, the current causes the creature to become stunned 2. The eels are unharmed after use, but the mechanism is broken as usual for snares." + }, + { + "name": "What Doors We Open", + "trait": "Grimoire, Magical, Unique", + "item_category": "Grimoires", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3705", + "summary": "What Doors We Open is the culmination of Aravashnial’s research. Before he was captured, he performed a 1-minute ritual to erase his spells from this book and then hid it at his campsite to prevent his demonic foes from learning too many of his secrets. A spellcaster can transfer their own spells to this grimoire using a similar 1-minute ritual. When a spellcaster prepares their spells from it, they gain the ability to Activate the grimoire until their next daily preparations and gain a +2 item bonus to checks made to Recall Knowledge about demons. A grimoire’s benefits apply only to spells cast via spell slots. No one can use more than one grimoire per day, nor can a grimoire be used by more than one person per day.", + "activation": "Open the Door Within [one-action] (manipulate); Effect The inside back cover of What Doors We Open features a realistic depiction of a bejeweled door set in a stone wall. When you Open the Door Within, you open that door to reveal an extradimensional space that otherwise functions identically to a type II spacious pouch." + }, + { + "name": "Wheat", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1780", + "summary": "" + }, + { + "name": "Wheel Blades", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "Mobility Devices", + "bulk": "", + "url": "/Equipment.aspx?ID=1363", + "summary": "A set of large blades have been attached to your chair's wheels. While in the chair, you gain a wheel blade Strike. Your wheel blade deals 1d4 slashing damage and has the agile, attached, and free-hand traits. A wheel blade is a simple melee weapon in the sword weapon group. You can etch weapon runes onto wheel blades. A wheelchair can only have one attached weapon." + }, + { + "name": "Wheel Chair (Chair Storage)", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2777", + "summary": "Frame: A wheelchair is typically made from common materials like wood, but they can also be made from steel, other metals, or even rarer materials like dawnsilver. The wheelchairs presented here are made from durable wood." + }, + { + "name": "Wheel Spikes", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "Mobility Devices", + "bulk": "", + "url": "/Equipment.aspx?ID=1364", + "summary": "A set of thick, sharp spikes have been added to the chair's wheels, granting you a piercing attack. While in the chair, you gain a wheel spike Strike. Your wheel spike deals 1d4 piercing damage and has the agile, attached, and free-hand traits. A wheel spike is a simple melee weapon in the knife weapon group. You can etch weapon runes onto wheel spikes. A wheelchair can only have one attached weapon." + }, + { + "name": "Wheelbarrow", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "5", + "url": "/Equipment.aspx?ID=1404", + "summary": "This small, hand-propelled vehicle has a single wheel and is designed to carry large loads over a distance. A wheelbarrow can typically hold up to 5 Bulk of objects without issue. The GM might rule that it can hold more Bulk of particular items, such as sand, or less Bulk of other items, like awkwardly shaped rocks." + }, + { + "name": "Wheelchair", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2777", + "summary": "Frame: A wheelchair is typically made from common materials like wood, but they can also be made from steel, other metals, or even rarer materials like dawnsilver. The wheelchairs presented here are made from durable wood." + }, + { + "name": "Wheelchair (Land-Delver's Chair)", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2777", + "summary": "Frame: A wheelchair is typically made from common materials like wood, but they can also be made from steel, other metals, or even rarer materials like dawnsilver. The wheelchairs presented here are made from durable wood." + }, + { + "name": "Wheelchair (Supramarine Chair)", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2777", + "summary": "Frame: A wheelchair is typically made from common materials like wood, but they can also be made from steel, other metals, or even rarer materials like dawnsilver. The wheelchairs presented here are made from durable wood." + }, + { + "name": "Wheelchair (Traveler's Chair)", + "trait": "", + "item_category": "Assistive Items", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=2777", + "summary": "Frame: A wheelchair is typically made from common materials like wood, but they can also be made from steel, other metals, or even rarer materials like dawnsilver. The wheelchairs presented here are made from durable wood." + }, + { + "name": "Whelming Scrimshaw", + "trait": "Consumable, Curse, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2130", + "summary": "An etching of some aquatic beast dragging a figure beneath the waves adorns the ivory of a whelming scrimshaw. When you Activate this item, you break it and choose one creature within 30 feet. The target must attempt a DC 30 Fortitude save; amphibious and aquatic creatures are immune.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Whip Tail", + "trait": "Graft, Invested, Magical", + "item_category": "Grafts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3195", + "summary": "You have a strong, prehensile tail. You gain a tail unarmed attack that deals 1d6 bludgeoning damage. This tail is in the brawling group. You gain a +1 item bonus to Acrobatics checks to Balance and to Athletics checks to Climb. You can also use your tail for the Grab an Edge action, even if your hands are otherwise occupied." + }, + { + "name": "Whirlwind Vial", + "trait": "Air, Alchemical, Consumable, Expandable", + "item_category": "Alchemical Items", + "item_subcategory": "Bottled Monstrosities", + "bulk": "L", + "url": "/Equipment.aspx?ID=1954", + "summary": "Opening this vial releases a mighty gust, forming into a fearsome Huge elemental hurricane. The elemental breathes a 30-foot cone of air. Each creature in the cone must succeed at a DC 28 Fortitude save or be knocked away from the elemental. A creature knocked into a solid object stops moving and takes 4d6 bludgeoning damage.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Whisper Briolette", + "trait": "Consumable, Divination, Magical, Mental, Talisman, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=839", + "summary": "This teardrop-shaped gemstone has triangular facets and looks suitable for fancy attire, although close inspection shows that it's hollow. When it's activated, you can instantly impart up to 1 minute of speech (roughly 150 words) telepathically to any creatures you choose within 100 feet. You can impart this instantaneous telepathic message to creatures that you perceive and creatures hidden to you, but you can't do so to undetected creatures. Once used, the whisper briolette becomes unusable and subtly vanishes within the next few minutes, rather than crumbling to dust.", + "activation": "two-actions] envision; Requirements You are an expert in Stealth." + }, + { + "name": "Whisper of the First Lie", + "trait": "Invested, Magical, Rare", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=3118", + "summary": "This delicate necklace contains bottled whispers distilled from a source on the Astral Plane rumored to be connected to the first lie ever told. While wearing the necklace, you gain a +3 item bonus to Deception checks, and you can attempt to counteract effects that would force you to tell the truth or determine whether you are lying. Success on this counteract attempt lets you ignore the effect, rather than removing the effect entirely. The counteract rank is 9, with a counteract modifier of +35.", + "activation": "Release the Lie [three-actions] (concentrate, manipulate); Effect You unstopper the vial and release the lie, creating the effect of a fabricated truth (DC 47). The vial is emptied and can never be activated again." + }, + { + "name": "Whisperer of Souls", + "trait": "Artifact, Divine, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=2367", + "summary": "This +4 major striking greater brilliant keen glaive binds the souls of powerful creatures it slays. The soul can't be returned to life by any means while imprisoned within the glaive and can be freed only by a deed of great benevolence or selflessness. While using the glaive as a weapon, whenever you reduce a sapient creature of 18th level or higher to 0 Hit Points or roll a critical success with a Strike against such a target, the creature must attempt a DC 50 Fortitude save.", + "activation": "three-actions] (concentrate, manipulate); Frequency once per week; Effect Attempt an Occultism check as if you cast the legend lore ritual about a subject. If you roll a success or critical success, you can repeat what the Whisperer of Souls relates to you about the subject. On a critical failure, you and the glaive are drawn into a murmuring void of cold, where your mind is assaulted by strange visions for an entire week. At the end of this time, you reappear and must attempt a DC 50 Will save." + }, + { + "name": "Whispering Staff", + "trait": "Apex, Invested, Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2146", + "summary": "This gnarled wooden staff is carved with humanoid faces in various emotional states. When the staff is activated, the faces begin to whisper a variety of languages in sibilant tones, creating what seems to be nonsense to all but the staff's wielder or those they choose to affect. The staff functions as a major staff of the unblinking eye. While using the staff, you gain a +3 item bonus to Decipher Writing, Identify Magic, and Recall Knowledge checks, regardless of the skill. When you invest the staff, you either increase your Intelligence modifier by 1 or increase it to +4, whichever would give you a higher value. You must select the skills and languages the first time you invest the item, and whenever you invest the same whispering staff, you get the same skills and languages you chose the first time.", + "activation": "two-actions] (concentrate, fortune, mental); Frequency once per day; Effect You twirl the staff in three consecutive circles and call for the whispers to speak up. For the next minute, you and all allies within a 30-foot emanation around you can hear your staff's whispers clearly and distinctly, gaining benefit from their advice and mental protection. Whenever you and your affected allies attempt to Recall Knowledge or attempt a saving throw against a mental effect, you roll twice and take the better result. This is a fortune effect." + }, + { + "name": "Whistle of Calling", + "trait": "Conjuration, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1578", + "summary": "A whistle of calling appears to be a simple brass whistle. It changes slightly in appearance depending on the type of creature to which it's attuned, depicting small carvings of hooves, feather patterns, claws, or other appropriate motifs.", + "activation": "two-actions] Interact; Frequency once per day; Effect You blow the whistle and the creature to which it is attuned teleports instantly from as far as 1 mile away to an unoccupied space within 30 feet of you. The whistle has no effect if the attuned creature is dead, on another plane, or outside the range." + }, + { + "name": "White Cleome's Eye", + "trait": "Artifact, Divine, Invested, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3759", + "summary": "Delicate engravings of spiders and cleomes decorate the silver cover of this magnifying loupe. White Cleome’s Eye functions as spectacles of inquiry, but the item bonuses granted to Perception checks increase by 1 (so +3 while worn, and +4 to Sense Motive when you activate the artifact).", + "activation": "Relive the Past [two-actions] (concentrate, manipulate); Frequency once per day; Effect You twist White Cleome’s Eye in a counter-clockwise rotation, allowing you to experience previous events that impacted an object you are touching, causing White Cleome’s Eye to cast a 9th-rank object reading spell." + }, + { + "name": "Wig of Holding", + "trait": "Conjuration, Extradimensional, Invested, Magical, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=1324", + "summary": "Wigs of holding are created from planar fibers and contain small extradimensional spaces accessible within the hair. They can hold up to four items of light Bulk inside them, and Bulk held within the wig of holding doesn't increase the Bulk of the wig itself. You can Interact with a wig of holding to put items inside or remove items from it, and you can do so more easily than with a mundane container. It only takes a single Interact action to withdraw these items, like a worn item, rather than taking two Interact actions, like a stowed item." + }, + { + "name": "Wildwood Ink", + "trait": "Invested, Primal, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2224", + "summary": "These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to Stealth checks, which increases to +2 in forests.", + "activation": "reaction] (concentrate); Frequency once per day; Trigger A creature would detect you by Seeking; Requirements You're in a forest or similar natural area; Effect The tattoo casts one with plants to turn you into a plant before you can be noticed. The duration of this spell is 10 minutes." + }, + { + "name": "Wildwood Ink (Greater)", + "trait": "Invested, Primal, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2224", + "summary": "These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to Stealth checks, which increases to +2 in forests.", + "activation": "reaction] (concentrate); Frequency once per day; Trigger A creature would detect you by Seeking; Requirements You're in a forest or similar natural area; Effect The tattoo casts one with plants to turn you into a plant before you can be noticed. The duration of this spell is 10 minutes." + }, + { + "name": "Wildwood Ink (Major)", + "trait": "Invested, Primal, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2224", + "summary": "These curving, delicate designs resemble leaves, vines, or creepers, most often wrapped around a limb, ear, or throat, or curled around specific muscles. They help you blend in among plants. You gain a +1 item bonus to Stealth checks, which increases to +2 in forests.", + "activation": "reaction] (concentrate); Frequency once per day; Trigger A creature would detect you by Seeking; Requirements You're in a forest or similar natural area; Effect The tattoo casts one with plants to turn you into a plant before you can be noticed. The duration of this spell is 10 minutes." + }, + { + "name": "Wind at Your Back", + "trait": "Air, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2201", + "summary": "This object can only be described as a gray, solidified, miniature cloud that feels spongy to the touch. The cloud is incredibly soft and can be easily lifted with little effort, though its ephemeral nature requires using two hands to ensure it doesn't slip from your grasp.", + "activation": "one-action] (manipulate); Frequency once per day; Effect You blow across the surface of the cloud, and it floats free of you and calls up a strong breeze. For the next 8 hours, it floats behind you and your companions, increasing the amount of time the group can Hustle during exploration to the lowest Constitution modifier in the group × 20 instead of × 10. You must all remain within 100 feet to get the benefit." + }, + { + "name": "Wind Ocarina", + "trait": "Air, Aura, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Other Consumables", + "bulk": "L", + "url": "/Equipment.aspx?ID=2131", + "summary": "A blue finish decorates the ceramic body of a wind ocarina. When you play a note on this ocarina, for 1 minute, winds sweep into strong gusts in a 5-foot emanation around you. The winds have the following effects.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Wind-Catcher", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1393", + "summary": "This rune is invested by the captain or pilot of the vehicle. The vehicle gains a +5-foot item bonus to its Speed. If lack of wind prevents the vehicle from moving, it can still move at a Speed of 5 feet." + }, + { + "name": "Wind-Catcher (Greater)", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Runes", + "item_subcategory": "Accessory Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=1393", + "summary": "This rune is invested by the captain or pilot of the vehicle. The vehicle gains a +5-foot item bonus to its Speed. If lack of wind prevents the vehicle from moving, it can still move at a Speed of 5 feet." + }, + { + "name": "Wind-Up Cart", + "trait": "Clockwork, Consumable, Gadget, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Gadgets", + "bulk": "2", + "url": "/Equipment.aspx?ID=1120", + "summary": "This primitive device can be cobbled together from springs, wheels, and scrap and is commonly used to carry rocks or other dead weight forward to trigger traps. It can be loaded with up to 4 Bulk of items. Most creatures aren't small enough to fit on the cart, and even for Tiny creatures, it makes for a choppy ride; while riding the cart, a creature gains two actions at the start of each of its turns, instead of three. Once activated, the cart moves forward at a speed of 30 feet per round on your turn for up to 1 minute. If it strikes an obstruction, it attempts to continue its movement, pushing with an Athletics bonus of +5, once per round. The wind-up cart has AC 15, Hardness 2, 24 Hit Points, and a Break Threshold of 12. After its 1-minute duration completes, the cart collapses back into scrap.", + "activation": "one-action] Interact" + }, + { + "name": "Wind-up Wings (Flutterback)", + "trait": "Clockwork, Rare", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1101", + "summary": "When you make a thrown Strike with the weapon to which a pair of flutterback wind-up wings are attached, and the wings are wound, the wings fly the weapon back to your hand after the Strike is complete. If your hands are full when the weapon returns, the wings hover in place three feet above the ground. At the end of your turn, the wings are wound down; they don't function again until wound. If you aren't holding the weapon when the flutterback wind-up wings become wound down, the weapon falls to the ground." + }, + { + "name": "Wind-up Wings (Homing)", + "trait": "Clockwork, Rare", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1101", + "summary": "When you make a thrown Strike with the weapon to which a pair of flutterback wind-up wings are attached, and the wings are wound, the wings fly the weapon back to your hand after the Strike is complete. If your hands are full when the weapon returns, the wings hover in place three feet above the ground. At the end of your turn, the wings are wound down; they don't function again until wound. If you aren't holding the weapon when the flutterback wind-up wings become wound down, the weapon falls to the ground." + }, + { + "name": "Windborne Platform", + "trait": "Air, Magical, Uncommon", + "item_category": "Other", + "item_subcategory": "", + "bulk": "5", + "url": "/Equipment.aspx?ID=3537", + "summary": "These magical platforms are used in a variety of performances. They allow performers to access high places safely, while also serving an important role before the performance even begins. They’re used by various backstage crews to hang lights, curtains, and scenery above the stage. Sometimes several of these platforms are lined up to make an upper and lower stage. This large 10-foot-by-10-foot platform can be secured to a surface as a 1-minute activity. While standing on a secured platform, any creature can use the Adjust Height activation.", + "activation": "Adjust Height [one-action] (manipulate); Effect The platform and all creatures and items on the platform either rise or lower up to 10 feet. This action fails if there is more than 50 Bulk on the platform." + }, + { + "name": "Winder's Ring", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=1596", + "summary": "This ring contains dozens of minute, interlocking bronze gears that buzz incessantly. The ring grants you a +1 item bonus to all Crafting checks to construct or repair clockworks.", + "activation": "one-action] Interact; Frequency once per day; Effect The winder's ring transforms into a clockwork spy that doesn't require winding and obeys your spoken commands for up to 1 hour. In this form, the winder's ring has the minion trait. You can use this action again to return the clockwork spy to winder's ring form as long as you're adjacent to the clockwork spy. If the clockwork spy is slain, it reverts to its ring shape, and the winder's ring can't be activated again until 1 week has passed." + }, + { + "name": "Windstep Sheath", + "trait": "Consumable, Magical, Whetstone", + "item_category": "Consumables", + "item_subcategory": "Whetstones", + "bulk": "L", + "url": "/Equipment.aspx?ID=3901", + "summary": "Carved of ash wood and decorated with images of clouds and gusting winds, a windstep sheath is a small icon shaped like a weapon sheath or quiver. This whetstone is favored by duelists who like to take their foe by surprise. When you use the Quick Draw feat with a weapon under the effect of a windstep sheath, you can also Step as part of that action, either immediately before or after your Strike.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Wine (Fine)", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1769", + "summary": "" + }, + { + "name": "Wine of the Blood", + "trait": "Consumable, Healing, Magical, Necromancy, Potion, Rare", + "item_category": "Consumables", + "item_subcategory": "Potions", + "bulk": "L", + "url": "/Equipment.aspx?ID=1635", + "summary": "This wine, prepared using the blood of a creature with overwhelming vitality, soothes the body, mind, and spirit with a temporary sense of euphoria and rest. When you drink wine of the blood, you recover 2d10 Hit Points. Additionally, the wine attempts to counteract every negative emotion effect affecting you, with a counteract level of 3 and a counteract modifier of +9. Lastly, you gain a +1 status bonus to all Will saves, or a +2 status bonus against emotion effects, for 1 minute.", + "activation": "one-action] Interact" + }, + { + "name": "Winged", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2796", + "summary": "This rune is a swirling glyph on the front of the armor. A large pair of transparent, ephemeral wings floats out from the back of the armor.", + "activation": "Take to the Skies [two-actions] (concentrate, manipulate); Frequency once per hour; Effect You trace the rune on the front of the breastplate, and the armor’s ephemeral wings grow tangible, granting you a fly Speed of 25 feet or your land Speed, whichever is slower. This effect lasts for 5 minutes or until you Dismiss it. Once the effect ends, the wings disappear completely, reappearing in their ephemeral form 1 hour later." + }, + { + "name": "Winged (Greater)", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Armor Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2796", + "summary": "Once activated, the wings remain tangible indefinitely. You can Dismiss the activation if you choose, and you don’t have to wait an hour to activate the rune again.", + "activation": "Take to the Skies [two-actions] (concentrate, manipulate); Frequency once per hour; Effect You trace the rune on the front of the breastplate, and the armor’s ephemeral wings grow tangible, granting you a fly Speed of 25 feet or your land Speed, whichever is slower. This effect lasts for 5 minutes or until you Dismiss it. Once the effect ends, the wings disappear completely, reappearing in their ephemeral form 1 hour later." + }, + { + "name": "Winged Sandals", + "trait": "Air, Invested, Magical", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "L", + "url": "/Equipment.aspx?ID=3119", + "summary": "Made from soft leather, with delicate white wings attached near the ankles, these sandals are ensorcelled with powerful air magic. Whenever you fall while wearing these sandals, they automatically cast gentle landing on you. This benefit can't trigger again for 10 minutes.", + "activation": "Awaken Wings [two-actions] (air, concentrate); Frequency once per day; Effect The wings grow in size and propel you through the air, granting you a fly Speed of 30 feet for 10 minutes." + }, + { + "name": "Wintershot (Artifact)", + "trait": "Apex, Artifact, Illusion, Intelligent, Invested, Magical, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3755", + "summary": "The echo of the snowcaster Jelarial causes Wintershot to become chill to the touch, yet despite feeling as cold as ice, she never causes harm or discomfort to her partner. Wintershot’s string issues a soft hissing sound, as of snow softly falling, and snowflakes drift down from the string and swiftly melt each time the bow is fired. Wintershot’s voice is eager and excitable, often waxing poetic on a nearby object or creature of beauty or offering compliments to her partner.", + "activation": "Rimecrust [two-actions] (cold, concentrate, incapacitation); Effect Wintershot causes the deep chill of winter to settle upon a single creature she can see or hear within 30 feet. That creature must attempt a DC 43 Fortitude save, after which point they’re temporarily immune to Rimecrust for 24 hours." + }, + { + "name": "Winterstep Elixir (Greater)", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1518", + "summary": "This frigid white elixir widens your feet and lightens your steps, enabling you to walk across ice and snow without difficulty. You ignore the uneven ground and difficult terrain caused by ice, and the difficult terrain caused by snow (reducing greater difficult terrain caused by ice or snow to ordinary difficult terrain).", + "activation": "one-action] Interact" + }, + { + "name": "Winterstep Elixir (Lesser)", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1518", + "summary": "This frigid white elixir widens your feet and lightens your steps, enabling you to walk across ice and snow without difficulty. You ignore the uneven ground and difficult terrain caused by ice, and the difficult terrain caused by snow (reducing greater difficult terrain caused by ice or snow to ordinary difficult terrain).", + "activation": "one-action] Interact" + }, + { + "name": "Winterstep Elixir (Minor)", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1518", + "summary": "This frigid white elixir widens your feet and lightens your steps, enabling you to walk across ice and snow without difficulty. You ignore the uneven ground and difficult terrain caused by ice, and the difficult terrain caused by snow (reducing greater difficult terrain caused by ice or snow to ordinary difficult terrain).", + "activation": "one-action] Interact" + }, + { + "name": "Winterstep Elixir (Moderate)", + "trait": "Alchemical, Consumable, Elixir, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=1518", + "summary": "This frigid white elixir widens your feet and lightens your steps, enabling you to walk across ice and snow without difficulty. You ignore the uneven ground and difficult terrain caused by ice, and the difficult terrain caused by snow (reducing greater difficult terrain caused by ice or snow to ordinary difficult terrain).", + "activation": "one-action] Interact" + }, + { + "name": "Witch's Finger", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Food", + "bulk": "L", + "url": "/Equipment.aspx?ID=1935", + "summary": "Shaped like a pointed, gnarled finger on a stick, witch's finger is a frozen treat imbued with berries that lend it a blood-red hue. A popular tale claims Irriseni winter witches created this dessert, but the story is apocryphal; an enterprising ice cream shop owner in New Stetven invented the treat and, as a marketing ploy, the myth surrounding it. Taking a bite makes you feel warm. For 1 hour, you have cold resistance 3, and for 8 hours, the treat negates the damage you would take from severe environmental cold and reduces the damage you take from extreme cold to that of severe cold.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Witchwarg Elixir (Greater)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3314", + "summary": "This elixir warms your core and improves your circulation. For 24 hours, you're protected from the effects of severe cold.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Witchwarg Elixir (Lesser)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3314", + "summary": "This elixir warms your core and improves your circulation. For 24 hours, you're protected from the effects of severe cold .", + "activation": "one-action] (manipulate)" + }, + { + "name": "Witchwarg Elixir (Moderate)", + "trait": "Alchemical, Consumable, Elixir", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Elixirs", + "bulk": "L", + "url": "/Equipment.aspx?ID=3314", + "summary": "This elixir warms your core and improves your circulation. For 24 hours, you're protected from the effects of severe cold.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Witchwarg Fur", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "", + "url": "/Equipment.aspx?ID=3266", + "summary": "The pelt of a witchwarg stays cold long after it leaves the creature's body. A tuft of this fur can freeze a fire shield spell into solid ice, inverting its usual effects. The spell's fire trait is replaced with the cold trait, you gain resistance to fire damage and environmental heat effects (instead of cold effects), the shield is immune to cold damage instead of fire damage, and its Hardness is halved against fire effects. The damage you deal to creatures that touch you or hit you with a melee or unarmed attack has its type changed to cold.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Witchwyrd Beacon", + "trait": "Conjuration, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "3", + "url": "/Equipment.aspx?ID=2500", + "summary": "Made of djezet, orichalcum, and luminous, resonant crystal, a witchwyrd beacon looks like a series of concentric rings mounted on rods that allow the rings to rotate independently of each other. These potent items are used by the Pactmasters of Katapesh to facilitate swift travel and are only rarely entrusted to others.", + "activation": "minutes (command, Interact); Frequency once per day; Requirements you are attuned to the witchwyrd beacon; Effect You place the witchwyrd beacon on a flat, stable, and immobile surface, then adjust its rings to link it to the site. Once linked, any creature can use a teleportation effect to target the witchwyrd beacon directly, regardless of line of sight. You can dimension door or gate to the beacon as if you could see its location, and if you travel to it via an effect like plane shift, the beacon eliminates the imprecision of the spell. The beacon doesn't change the range of effects, only their accuracy. Once the beacon is used in this manner, it loses its link and must be reactivated again to grant this benefit to attuned creatures." + }, + { + "name": "Wizard's Tower", + "trait": "Conjuration, Magical, Structure, Uncommon", + "item_category": "Structures", + "item_subcategory": "", + "bulk": " when not activated", + "url": "/Equipment.aspx?ID=1265", + "summary": "A wizard's tower is a tiny gaming piece carved into the form of a stone tower. ", + "activation": "minutes (command, envision, Interact); Effect The gaming piece transforms into a fully furnished stone tower 80 feet high and 30 feet in diameter. The tower is topped by a peaked wooden roof, with a wooden door on the second floor accessed by wooden stairs on the tower's exterior. A spiral staircase in the center of the tower connects its 6 floors. The bottom floor is empty, ideal for storage, and the second floor is a great hall for audiences and guests. The third and fourth floors are divided into servants quarters and guest rooms, while the top two floors feature luxurious personal chambers and an alchemy lab. You can revert the tower back to its original state by climbing to the top floor and using an action to speak a command word." + }, + { + "name": "Wolf Fang", + "trait": "Consumable, Magical, Talisman", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2998", + "summary": "This wolf canine is bound in a strip of leather and tied to a buckle or strap on a suit of armor. When you activate the fang, you deal bludgeoning damage equal to your Strength modifier to the target of your Trip.", + "activation": "free-action] (concentrate); Trigger You successfully Trip a foe" + }, + { + "name": "Wolfsbane", + "trait": "Alchemical, Consumable, Ingested, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3349", + "summary": "Wolfsbane appears in folklore for its link to werecreature. If you are afflicted with the curse of a werecreature and survive stage 3 of wolfsbane, you're immediately cured of the curse.", + "activation": "one-action] (manipulate)" + }, + { + "name": "Wolliped Fleece", + "trait": "Catalyst, Consumable, Magical", + "item_category": "Consumables", + "item_subcategory": "Spell Catalysts", + "bulk": "", + "url": "/Equipment.aspx?ID=3267", + "summary": "A small bundle of wolliped fleece contains the memory of winter snows. Adding this catalyst to a casting of chilling spray coats all squares within the area of effect with a thin layer of ice. These squares become difficult terrain until the beginning of your next turn.", + "activation": "Cast a Spell (add 1 action)" + }, + { + "name": "Wondrous Figurine (Bismuth Leopards)", + "trait": "Conjuration, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=270", + "summary": "This exquisitely crafted statuette is carved into the form of twin panthers climbing a tree. When activated, it transforms into a pair of beautiful leopards that are carved out of bismuth and flash hypnotically as they move. Creatures that come within 5 feet of a bismuth leopard or that end their turn within 5 feet of a bismuth leopard become dazzled for 1 round unless they succeed at a DC 24 Will save. A creature that comes within 5 feet of both leopards or ends its turn within 5 feet of both leopards need only attempt one saving throw each time. The leopards can be called on only once per day, and they remain in their leopard form for up to 10 minutes. If either of the leopards is slain, that leopard can't be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other leopard.", + "activation": "two-actions] command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below." + }, + { + "name": "Wondrous Figurine (Candy Constrictor)", + "trait": "Conjuration, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=270", + "summary": "Although appearing as a multicolored piece of stick candy, this figurine bears a narrow snake head at one end and is as durable as stone. When activated, it becomes a rainbow-striped ball python except it lacks the Stealth skill. The snake can be used once per day, and it can remain in snake form for up to 20 minutes.", + "activation": "two-actions] command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below." + }, + { + "name": "Wondrous Figurine (Golden Lions)", + "trait": "Conjuration, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=270", + "summary": "This statuette depicts a pair of gold lions, and when activated, it becomes a pair of adult lions. The lions can be called on only once per day, and they remain in lion form for no more than 1 hour. If either of the lions is slain, that lion cannot be summoned again until 1 week has passed, but this doesn't prevent you from summoning the other.", + "activation": "two-actions] command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below." + }, + { + "name": "Wondrous Figurine (Jade Serpent)", + "trait": "Conjuration, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=270", + "summary": "This tiny statue first appears to be a formless lump of jade until closer inspection reveals it to be a serpentine body curled into a snug knot. When activated, this figurine becomes a giant viper. The figurine can be used only once per day, and it can remain in serpent form for no more than 10 minutes.", + "activation": "two-actions] command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below." + }, + { + "name": "Wondrous Figurine (Marble Elephant)", + "trait": "Conjuration, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=270", + "summary": "Finely carved from a solid piece of marble, this gleaming elephant statuette becomes a fully grown elephant when activated. The elephant can be called upon no more than four times per month. It remains for 24 hours as long as it is being used as a beast of burden or for transport. If it attempts an attack or otherwise engages in combat, it reverts to statuette form after 1d4 rounds.", + "activation": "two-actions] command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below." + }, + { + "name": "Wondrous Figurine (Obsidian Steed)", + "trait": "Conjuration, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=270", + "summary": "This sinister-looking black statuette resembles a horse rearing up on its hind legs. When activated, this figurine becomes a nightmare. It can be called upon once per week for up to 24 hours, though it won't use plane shift or its other abilities on behalf of its rider. Although evil, it allows itself to be ridden by creatures of any alignment, although if a good creature mounts it, the rider must attempt a DC 3 flat check. On a failure, the nightmare uses plane shift to take the rider to a random location in the Abyss, where it promptly returns to statue form, stranding its rider in that nightmarish place.", + "activation": "two-actions] command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below." + }, + { + "name": "Wondrous Figurine (Onyx Dog)", + "trait": "Conjuration, Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=270", + "summary": "This simple onyx statue transforms into a guard dog. The dog has a +4 circumstance bonus to Survival checks to Track, and it has darkvision. When the dog senses a hidden creature with its scent, that creature is instead observed and concealed. The onyx dog can be activated once per week and remains in its form for up to 6 hours.", + "activation": "two-actions] command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below." + }, + { + "name": "Wondrous Figurine (Rubber Bear)", + "trait": "Conjuration, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=270", + "summary": "This small, stretchable statuette depicts a bear wearing a tutu and a fez and balancing on a ball slightly larger than its head. When activated, it becomes a grizzly bear with similar attire. The bear remains balanced upon its rubber ball, and is therefore ungainly: it cannot Climb or Swim, has a –10- foot circumstance penalty to its Speed, and is always flat-footed. If the bear leaves its ball, such as if it is repositioned with forced movement or knocked prone, it immediately reverts to statuette form. The bear can be used once per day, and it can remain in bear form for up to 1 hour.", + "activation": "two-actions] command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below." + }, + { + "name": "Wondrous Figurine (Ruby Hippopotamus)", + "trait": "Conjuration, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=270", + "summary": "This roughly hewn ruby figurine shimmers with a deep red hue and is carved into the likeness of an ornery hippopotamus. When activated, it transforms into an enraged hippopotamus that sees everything within 30 feet of its activation area as its territory. It will relentlessly and ferociously attack anyone within this area except you, but it ignores your commands in favor of defending its area. The hippopotamus is active for 1 minute before reverting to its statue shape, satisfied that it has punished all possible interlopers into its territory. The figurine can be used only once per day", + "activation": "two-actions] command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below." + }, + { + "name": "Wondrous Figurine (Stuffed Fox)", + "trait": "Conjuration, Magical, Uncommon", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=270", + "summary": "This small toy fox has tufted, fluffy ears and buttons for eyes. When activated, it transforms into a big fox with the statistics of a riding dog. The stuffed fox always allows you to ride it. While you do, you don't take the –2 penalty to Reflex saves while being mounted, and its jaws Strike gains Knockdown. The stuffed fox can be activated once a day and remains in its form for up to 1 hour.", + "activation": "two-actions] command, Interact; Effect You activate the statue by placing it on solid ground and then speaking its name, causing the statuette to transform into a living creature or creatures. In creature form, the figurine has the minion trait. It can understand your language and it obeys you to the best of its ability when you use an action to command it. The specifics of each creature, as well as the activation’s frequency (if any), appear in its entry below." + }, + { + "name": "Wooden Nickel", + "trait": "Consumable, Illusion, Magical, Talisman, Visual", + "item_category": "Consumables", + "item_subcategory": "Talismans", + "bulk": "", + "url": "/Equipment.aspx?ID=2115", + "summary": "This rough wooden coin hangs from a string drilled through a hole at its center. When you Activate the wooden nickel, for 10 minutes, you can cause any object you touch of 2 Bulk or less to look, feel, and smell like valuables of a similar size crafted from a precious metal of your choice.", + "activation": "three-actions] (concentrate); Requirements You are a master in Deception." + }, + { + "name": "Wool (1 Bulk)", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1772", + "summary": "" + }, + { + "name": "Wool (Sack)", + "trait": "", + "item_category": "Trade Goods", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=1772", + "summary": "" + }, + { + "name": "Words of Wisdom (Greater)", + "trait": "Enchantment, Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2564", + "summary": "Yrisette developed these unique tattoos after months of tinkering and experimentation. This tattoo is always of a saying that has meaning to the person who wears it. While the words are hidden within a larger pattern and are nearly impossible to discern at a glance, they lend gravitas and power to the wearer's words. When the tattoo is applied, choose whether the phrase is of threatening words (Intimidation), persuasive words (Deception), or dramatic words (Performance).", + "activation": "one-action] command; Frequency once per day; Effect You speak your meaningful phrase from your tattoo out loud, emboldening your words for 1 minute. During this time, you gain a +1 item bonus to Diplomacy checks and checks of the skill associated with your phrase. When you roll a critical failure on a Diplomacy check or the associated skill during this time, you get a failure instead." + }, + { + "name": "Words of Wisdom (Lesser)", + "trait": "Enchantment, Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2564", + "summary": "Yrisette developed these unique tattoos after months of tinkering and experimentation. This tattoo is always of a saying that has meaning to the person who wears it. While the words are hidden within a larger pattern and are nearly impossible to discern at a glance, they lend gravitas and power to the wearer's words. When the tattoo is applied, choose whether the phrase is of threatening words (Intimidation), persuasive words (Deception), or dramatic words (Performance).", + "activation": "one-action] command; Frequency once per day; Effect You speak your meaningful phrase from your tattoo out loud, emboldening your words for 1 minute. During this time, you gain a +1 item bonus to Diplomacy checks and checks of the skill associated with your phrase. When you roll a critical failure on a Diplomacy check or the associated skill during this time, you get a failure instead." + }, + { + "name": "Words of Wisdom (Moderate)", + "trait": "Enchantment, Invested, Magical, Tattoo, Uncommon", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2564", + "summary": "Yrisette developed these unique tattoos after months of tinkering and experimentation. This tattoo is always of a saying that has meaning to the person who wears it. While the words are hidden within a larger pattern and are nearly impossible to discern at a glance, they lend gravitas and power to the wearer's words. When the tattoo is applied, choose whether the phrase is of threatening words (Intimidation), persuasive words (Deception), or dramatic words (Performance).", + "activation": "one-action] command; Frequency once per day; Effect You speak your meaningful phrase from your tattoo out loud, emboldening your words for 1 minute. During this time, you gain a +1 item bonus to Diplomacy checks and checks of the skill associated with your phrase. When you roll a critical failure on a Diplomacy check or the associated skill during this time, you get a failure instead." + }, + { + "name": "World Forge", + "trait": "Artifact, Invested, Magical, Mythic, Unique", + "item_category": "Artifacts", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3511", + "summary": "Mounted upon a base of iron, inscribed with innumerable runes, this immense anvil can be used to forge nearly anything into reality. Stories claim that even metaphorical and abstract concepts, including “a graveknight’s mercy” and “the tears of a living wildfire” have been hammered into solid shape upon Worldforge, though the tales disagree about what form those objects took.", + "activation": "Wondrous Forge (downtime, manipulate); Requirements You have the ability to make a Crafting check at mythic proficiency (such as that granted by the Artisan’s Calling); Effect After spending 2 days setting up the work (or 1 if you have the desired item’s formula) and supplying Worldforge with adequate raw materials (as determined by the GM), you attempt to Craft something upon it. The DC and final cost of the item is also determined by the GM. For each day you spend Crafting, you must expend a Mythic Point or your drained condition increases by 1; this condition can’t be reduced until you have finished Crafting the item or you abandon the project. Each day spent Crafting upon the Worldforge counts as 10 days of normal Crafting time." + }, + { + "name": "Worm Vial", + "trait": "Alchemical, Consumable, Expandable, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Bottled Monstrosities", + "bulk": "L", + "url": "/Equipment.aspx?ID=1955", + "summary": "Opening this vial unleashes its destructive contents: a reconstituted Gargantuan cave worm. The worm has two functions; choose which one to use when you Activate the item.", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Wounding", + "trait": "Magical", + "item_category": "Runes", + "item_subcategory": "Weapon Property Runes", + "bulk": "", + "url": "/Equipment.aspx?ID=2854", + "summary": "Weapons with wounding runes are said to thirst for blood. When you hit a creature with a wounding weapon, you deal an extra 1d6 persistent bleed damage." + }, + { + "name": "Wounding Oil", + "trait": "Consumable, Magical, Oil, Uncommon", + "item_category": "Consumables", + "item_subcategory": "Oils", + "bulk": "L", + "url": "/Equipment.aspx?ID=2078", + "summary": "Smearing wounding oil , a crimson fluid, on a weapon causes it to smell strongly of blood and gives it the benefits of the wounding rune for 1 …", + "activation": "one-action] (manipulate)" + }, + { + "name": "Wraithweave Patch (Type I)", + "trait": "Conjuration, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1724", + "summary": "A wraithweave patch appears to be a square sheet of gray cloth that sparkles softly when observed in dim light. An incorporeal creature can touch, hold, and carry wraithweave patches (unlike most physical objects).", + "activation": "two-actions] command, Interact; Requirements the wraithweave patch has been wrapped around an object and you are incorporeal; Effect You cause the wraithweave patch and the object it contains to become incorporeal. This effect lasts as long as you Sustain the activation. The wraithweave patch can only be touched, held, and carried by an incorporeal creature, and returns to solid form if not carried by such a creature—if the wraithweave patch is in a solid object at this time, it tears apart and the item inside is either lost forever or simply lodged within the solid object, at the GM's discretion." + }, + { + "name": "Wraithweave Patch (Type II)", + "trait": "Conjuration, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1724", + "summary": "A wraithweave patch appears to be a square sheet of gray cloth that sparkles softly when observed in dim light. An incorporeal creature can touch, hold, and carry wraithweave patches (unlike most physical objects).", + "activation": "two-actions] command, Interact; Requirements the wraithweave patch has been wrapped around an object and you are incorporeal; Effect You cause the wraithweave patch and the object it contains to become incorporeal. This effect lasts as long as you Sustain the activation. The wraithweave patch can only be touched, held, and carried by an incorporeal creature, and returns to solid form if not carried by such a creature—if the wraithweave patch is in a solid object at this time, it tears apart and the item inside is either lost forever or simply lodged within the solid object, at the GM's discretion." + }, + { + "name": "Wraithweave Patch (Type III)", + "trait": "Conjuration, Magical, Rare", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1724", + "summary": "A wraithweave patch appears to be a square sheet of gray cloth that sparkles softly when observed in dim light. An incorporeal creature can touch, hold, and carry wraithweave patches (unlike most physical objects).", + "activation": "two-actions] command, Interact; Requirements the wraithweave patch has been wrapped around an object and you are incorporeal; Effect You cause the wraithweave patch and the object it contains to become incorporeal. This effect lasts as long as you Sustain the activation. The wraithweave patch can only be touched, held, and carried by an incorporeal creature, and returns to solid form if not carried by such a creature—if the wraithweave patch is in a solid object at this time, it tears apart and the item inside is either lost forever or simply lodged within the solid object, at the GM's discretion." + }, + { + "name": "Wrenchgear", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=1791", + "summary": "The ubiquity of clockwork constructs in Alkenstar spurred the development of the wrenchgear (a shortened “wrench in the gears”) by innovative criminals (“wrenchers”) to create security exploits and larcenous opportunities. You gain a +2 item bonus to Disable a Device checks made against clockwork creatures (typically to wind them down)." + }, + { + "name": "Wrestler's Armbands", + "trait": "Intelligent, Invested, Magical, Rare", + "item_category": "Intelligent Items", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2404", + "summary": " Wrestler's armbands are a set of armbands of athleticism that have gained their own boisterous sapience. Often, such items aren't created …", + "activation": "reaction] (concentrate); Frequency once per minute; Trigger You succeed or critically succeed at an Athletics check; Effect The armbands taunt a creature you're competing with, boasting of your prowess and attempting an Intimidation check to Demoralize that creature." + }, + { + "name": "Wrist Grappler", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=1099", + "summary": "This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel's crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute." + }, + { + "name": "Wrist Grappler (Clockwork)", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=1099", + "summary": "This wooden, pistol-like device features a large reel coiled with 100 feet of thin metal cord and can fire a grappling hook up to 100 feet. To reload the grappling gun, you must manually recoil the cord by turning the reel's crank, and then lock in the grappling hook. Reloading a grappling gun takes 1 minute." + }, + { + "name": "Writ of Authenticity", + "trait": "Uncommon", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=842", + "summary": "PFS Note Players can gain access to faction-specific gear by taking the corresponding Faction Gear Access Game Reward, available when they reach 20 reputation with the respective faction." + }, + { + "name": "Writing Set", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2762", + "summary": "Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or ink pen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with extra ink and paper." + }, + { + "name": "Writing Set (Extra Ink and Paper)", + "trait": "", + "item_category": "Adventuring Gear", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=2762", + "summary": "Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or ink pen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with extra ink and paper." + }, + { + "name": "Wyrm Drinker", + "trait": "Conjuration, Magical, Staff, Unique", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=1453", + "summary": "This staff is made from the femur of a gold dragon wrapped in the multicolored scales of every type of chromatic and metallic dragon. When wielding this staff, you gain a +1 circumstance bonus to skill checks to Coerce, Make an Impression, Request, or Lie to dragons and creatures with strong draconic ties (such as kobolds, dragon instinct barbarians, and draconic sorcerers).", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list." + }, + { + "name": "Wyrm Spindle", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2243", + "summary": "The broken tips of four dragon claws—one of each magical tradition—are set into a silver fitting. They protrude in the shape of a star or compass.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast summon draconic legion." + }, + { + "name": "Wyrm Spindle (Greater)", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2243", + "summary": "The broken tips of four dragon claws—one of each magical tradition—are set into a silver fitting. They protrude in the shape of a star or compass.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast summon draconic legion." + }, + { + "name": "Wyrm Spindle (Major)", + "trait": "Magical, Spellheart", + "item_category": "Spellhearts", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2243", + "summary": "The broken tips of four dragon claws—one of each magical tradition—are set into a silver fitting. They protrude in the shape of a star or compass.", + "activation": "Cast a Spell; Frequency once per day; Effect You cast summon draconic legion." + }, + { + "name": "Wyrm's Wingspan", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2225", + "summary": "A massive pattern resembling dragon wings stretched to their full span crosses your body. The tattoo is typically inked on the upper back. Though the representation can be highly stylized, each wyrm’s wingspan tattoo depicts the wings of a particular type of dragon. You gain resistance 5 to the damage type matching the tradition of the dragon your tattoo depicts.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo." + }, + { + "name": "Wyrm's Wingspan (Greater)", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2225", + "summary": "A massive pattern resembling dragon wings stretched to their full span crosses your body. The tattoo is typically inked on the upper back. Though the representation can be highly stylized, each wyrm’s wingspan tattoo depicts the wings of a particular type of dragon. You gain resistance 5 to the damage type matching the tradition of the dragon your tattoo depicts.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo." + }, + { + "name": "Wyrm's Wingspan (Major)", + "trait": "Invested, Magical, Tattoo", + "item_category": "Tattoos", + "item_subcategory": "", + "bulk": "", + "url": "/Equipment.aspx?ID=2225", + "summary": "A massive pattern resembling dragon wings stretched to their full span crosses your body. The tattoo is typically inked on the upper back. Though the representation can be highly stylized, each wyrm’s wingspan tattoo depicts the wings of a particular type of dragon. You gain resistance 5 to the damage type matching the tradition of the dragon your tattoo depicts.", + "activation": "two-actions] (concentrate); Frequency once per day; Effect The tattoo casts dragon form on you, turning you into the type of dragon represented by the tattoo." + }, + { + "name": "Wyvern Nafir", + "trait": "Magical", + "item_category": "Held Items", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3952", + "summary": "This simple trumpet is carved from a single wyvern horn. A wyvern nafir grants you a +2 item bonus to Performance checks while playing music with the instrument.", + "activation": "Wyvern Scream [two-actions] (auditory, concentrate, manipulate, sonic); Frequency once per day; Effect You blast a draconic scream from the nafir. All creatures in a 30-foot cone take 5d10 sonic damage (DC 27 basic Fortitude save). On a failed save, the target is pushed back 5 feet (or 10 feet on a critical failure)." + }, + { + "name": "Wyvern Poison", + "trait": "Alchemical, Consumable, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3350", + "summary": "Properly harvested, distilled, and preserved, the poison from a wyvern's sting is effective and direct. Saving Throw DC 26 Fortitude; Maximum …", + "activation": "two-actions] (manipulate)" + }, + { + "name": "Yarrow-Root Bandage", + "trait": "Alchemical, Consumable", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Plants", + "bulk": "L", + "url": "/Equipment.aspx?ID=1663", + "summary": "This root is often infused into bandages for life-threatening bleeding. Activating the item is part of the same activity you use to Administer First Aid to stop bleeding on a creature who's also dying. When you do, you can Administer First Aid to stop bleeding and dying as part of the same activity with only one Medicine check. However, the DC for the Medicine check is equal to the 5 + the higher of the two DCs to Administer First Aid.", + "activation": "Administer First Aid" + }, + { + "name": "Yellow Musk Vial", + "trait": "Alchemical, Consumable, Inhaled, Mental, Poison, Uncommon", + "item_category": "Alchemical Items", + "item_subcategory": "Alchemical Poisons", + "bulk": "L", + "url": "/Equipment.aspx?ID=652", + "summary": "The powdered pollen from a yellow musk creeper addles the mind. Saving Throw DC 16 Will; Maximum Duration 2 rounds; Stage 1 fascinated by …", + "activation": "one-action] Interact" + }, + { + "name": "Zarothrask's Contract", + "trait": "Contract, Invested, Occult, Rare", + "item_category": "Contracts", + "item_subcategory": "Other Contracts", + "bulk": "", + "url": "/Equipment.aspx?ID=3578", + "summary": "You’ve bargained for power with a gongorinan, but in return, you must avoid furthering demonic goals. You gain a +2 item bonus to Athletics checks to Disarm manufactured items and to Grapple. Once per day, the gongorinan can warp your body with animal features; you must attempt a DC 25 Fortitude save or become sickened 2. When you recover from the sickened condition, your features revert to normal. The gongorinan will usually do this if you sin or aid a demon, even unintentionally.", + "activation": "Gongorinan's Emergence [two-actions] (concentrate, mental, morph, occult, unholy); Frequency once per day; Effect Stony tentacles burst out of your body, lashing at foes. Creatures in a 10-foot emanation take 6d6 bludgeoning damage and 2d6 mental damage (DC 25 basic Fortitude save); on a failure, the creature also becomes sickened 1 (sickened 2 on a critical failure) as parts of their anatomy temporarily warp into animal features. When a creature recovers from the sickened condition, its features revert to normal." + }, + { + "name": "Zealot Staff", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2263", + "summary": "A zealot staff's color, iconography, and materials vary depending on the faith it's dedicated to. An Iomedaean staff might be forged of gold and shaped like an ornamental sword, while a Lamashtan one could instead be made of blackened iron depicting monstrous faces. Used as a weapon, the staff is a +3 greater striking staff. The staff represents vehement support of the deity to whom the staff is dedicated, punishing defiance. When you prepare this staff, if you don’t worship its deity, you become drained 1 until your next daily preparations.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. Add the cleric spells granted by your deity to the list for their rank and each higher rank. For example, a zealot staff of Sarenrae would add breathe fire at 1st through 7th rank, fireball at 3rd through 7th rank, and wall of fire at 4th through 7th rank." + }, + { + "name": "Zealous Banner", + "trait": "Aura, Magical, Uncommon", + "item_category": "Banners", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3921", + "summary": "This magical banner stands as a reminder to fight with everything because you’re fighting for everything. While holding a zealous banner, you can use the following ability.", + "activation": "Forward with Zeal [one-action] (concentrate); Frequency once per minute; Effect The magical banner offers a magical boost of zeal. An ally within the banner’s aura becomes quickened for 1 round and can use the additional action only to Strike." + }, + { + "name": "Zerk", + "trait": "Alchemical, Consumable, Drug, Injury, Poison", + "item_category": "Alchemical Items", + "item_subcategory": "Drugs", + "bulk": "L", + "url": "/Equipment.aspx?ID=629", + "summary": "This bitter paste is used among some gladiatorial rings for its short-term benefits in a fight. Saving Throw DC 20 Fortitude; Maximum Duration 1 …", + "activation": "one-action] Interact" + }, + { + "name": "Zombie Staff", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2264", + "summary": "A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff’s summon undead spells can summon only undead that have flesh and an Intelligence modifier of –4 or lower.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. If you cast summon undead, you can also cast protect companion on the resulting minion as a free action." + }, + { + "name": "Zombie Staff (Greater)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2264", + "summary": "A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff’s summon undead spells can summon only undead that have flesh and an Intelligence modifier of –4 or lower.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. If you cast summon undead, you can also cast protect companion on the resulting minion as a free action." + }, + { + "name": "Zombie Staff (Major)", + "trait": "Magical, Staff", + "item_category": "Staves", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=2264", + "summary": "A zombie staff is etched with the rotting visage of an undead humanoid grimacing in terror and dismay carved atop it. The staff’s summon undead spells can summon only undead that have flesh and an Intelligence modifier of –4 or lower.", + "activation": "Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list. If you cast summon undead, you can also cast protect companion on the resulting minion as a free action." + }, + { + "name": "Zuhra's Gloves", + "trait": "Invested, Magical, Metal", + "item_category": "Worn Items", + "item_subcategory": "Other Worn Items", + "bulk": "", + "url": "/Equipment.aspx?ID=2622", + "summary": "This elaborate metallic webbing feels soft when wrapped around your hands and forearms. It constantly shifts its strands and connections. The name of a zuhra shuyookh is etched in Talican on the only part of the item that's unchanging. You gain a +3 item bonus to your Reflex DC against attempts to Disarm an item you're holding in your hands.", + "activation": "Zuhra's Stratagem [two-actions] (concentrate, manipulate); Frequency once per day; Requirements You're wielding a weapon made primarily of metal; Effect You extend the weapon and call out the zuhra's name. They channel their magic through the gloves to assist you with their choice of offense or defense (as determined by the GM). The zuhra makes any choices for the spell, and any save DC is 30." + }, + { + "name": "Thunderstone (Lesser)", + "trait": "Alchemical, Bomb, Consumable, Sonic, Splash", + "item_category": "Bombs", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3288", + "summary": "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. The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17.", + "activation": "[one-action] Strike" + } +] \ No newline at end of file diff --git a/server/prisma/data/weapons.json b/server/prisma/data/weapons.json new file mode 100644 index 0000000..13f6ac1 --- /dev/null +++ b/server/prisma/data/weapons.json @@ -0,0 +1,8786 @@ +[ + { + "name": "8-Round Magazine", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=349", + "summary": " Note from Nethys: No description was provided for this item. ", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Ammunition" + }, + { + "name": "Abysium Weapon (High-Grade)", + "trait": "Rare", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=1409", + "summary": "Abysium weapons are safe to carry, as the toxic metal is contained within an outer shell. However, the inherent toxicity in these blue-green weapons can irradiate open wounds and poison foes. Abysium weapons have one fewer property rune slot, but they deal 1d4 poison damage on a successful Strike, and on a critical hit, the target is sickened 1, or sickened 2 with high-grade abysium.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Abysium Weapon (Standard-Grade)", + "trait": "Rare", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=1409", + "summary": "Abysium weapons are safe to carry, as the toxic metal is contained within an outer shell. However, the inherent toxicity in these blue-green weapons can irradiate open wounds and poison foes. Abysium weapons have one fewer property rune slot, but they deal 1d4 poison damage on a successful Strike, and on a critical hit, the target is sickened 1, or sickened 2 with high-grade abysium.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Acrobat's Staff", + "trait": "Fortune, Magical, Transmutation, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=581", + "summary": "This +1 striking bo staff is particularly long, making it useful as a balancing pole. While you wield it, the acrobat’s staff releases chalk dust to make your grip more secure, granting you a +1 circumstance bonus to your Reflex DC against checks to Disarm you of it.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "adamantine drilling ram", + "trait": "Portable, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "24", + "url": "/SiegeWeapons.aspx?ID=45", + "summary": "An adamantine drilling ram can reduce the Hardness of adamantine structures and objects.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Adamantine Weapon (High-Grade)", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2855", + "summary": "Adamantine weapons have a shiny black appearance and cut through lesser items with ease. They treat any object they hit as if it had half as much Hardness as usual, unless the object's Hardness is greater than that of the adamantine weapon", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Adamantine Weapon (Standard-Grade)", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2855", + "summary": "Adamantine weapons have a shiny black appearance and cut through lesser items with ease. They treat any object they hit as if it had half as much Hardness as usual, unless the object's Hardness is greater than that of the adamantine weapon", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Adze", + "trait": "Forceful, Sweep, Tripkee", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=467", + "summary": "A common cutting tool, an adze resembles an axe—but the cutting edge is horizontal, rather than vertical. The adze’s shape makes it popular among woodworkers, and tripkee builders often use them to construct their treetop homes. The tool also serves as an effective weapon, due in part to the immense strength required to swing it.", + "hands": "2", + "damage": "1d10 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Air Repeater", + "trait": "Agile, Repeating, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=188", + "summary": "A thin-barreled firearm that uses a container of pressurized air instead of black powder to propel small metal bullets from an attached cartridge, the air repeater has fallen out of common use in Arcadia due to its poor stopping power, though it's still used occasionally for casual hunting and sport shooting. The air repeater and its longer-ranged, two-handed variant are still valued by some for their ability to allow a shooter to fire multiple rounds without needing to stop to reload or crank to a new chamber. A typical air repeater magazine holds 6 pellets.", + "hands": "1", + "damage": "1d4 P", + "range": "30 ft.", + "weapon_category": "Simple" + }, + { + "name": "Aklys", + "trait": "Ranged Trip, Tethered, Thrown 20 feet, Trip, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=85", + "summary": "The aklys is a throwing club with a hook on one end and a lengthy cord attached to the other. Though aklyses aren’t available in most shops, one might be purchased for 5 gp from a vendor that specializes in strange weapons.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Alchemical Bomb", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=431", + "summary": "These bombs come in a variety of types and levels of power, but no matter the variety, you throw the bomb at the target and it explodes, unleashing its alchemical blast.", + "hands": "1", + "damage": "Varies", + "range": "20 ft.", + "weapon_category": "Martial" + }, + { + "name": "Alchemical Crossbow", + "trait": "Alchemical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=118", + "summary": "This crossbow can deliver alchemically infused bolts. The strange weapon has a metal bracket mounted on the side of the stock near the lath. As an action, you can load a single lesser alchemical bomb into the bracket; this bomb must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The next three attacks made with the crossbow deal 1d6 damage of the bomb’s damage type in addition to the crossbow’s normal damage. If the second and third attacks are not all made within 1 minute of the first attack, the bomb’s energy is wasted. These attacks never deal splash damage or other special effects of the bomb and are not modified by any abilities that add to or modify a bomb’s effect. The addition of the bracket serves to unbalance the weapon, reducing its range to 30 feet. It otherwise functions as a crossbow (when determining damage, reload, and so on). Creatures use their crossbow proficiency when using the alchemical crossbow. The alchemical crossbow costs 25 gp.", + "hands": "2", + "damage": "1d8 P", + "range": "30 ft.", + "weapon_category": "Simple" + }, + { + "name": "Alchemical Springald", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=10", + "summary": "Like the standard springald, an alchemical springald can launch three arrows simultaneously when its paddle is released. It fires specially crafted and balanced bomb arrows that carry black powder enhanced alchemical payloads that explode on impact.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Aldori Dueling Sword", + "trait": "Finesse, Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=535", + "summary": "An Aldori dueling sword is a slim, single-bladed dueling sword with a slight curve and a sharp, reinforced point.", + "hands": "1", + "damage": "1d8 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Alghollthu Lash", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1881", + "summary": "This fleshy +1 striking whip is obviously crafted from the tentacle of some fearsome beast, likely an aqudel, and constantly strobes with small patterns of light.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Alicorn Lance", + "trait": "Holy, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1882", + "summary": "This white +1 striking lance is made from the horn of a unicorn , willingly granted at the end of its lifetime. In addition to its normal …", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Alicorn Trigger", + "trait": "Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "1", + "url": "/Equipment.aspx?ID=3214", + "summary": "This +2 greater striking jezail features a preserved alicorn horn mounted underneath the barrel. Such a horn is usually willingly granted by the creature at the end of its natural lifespan, but some wicked gunsmiths acquire the horn through violence.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Alkenstar Cannon", + "trait": "Mounted, Rare", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=20", + "summary": "Named for Ancil Alkenstar, this bronze cannon is one of the largest pieces of mobile artillery ever deployed, though its immense weight limits just how mobile it actually is. The barrel of an Alkenstar cannon is nearly 3 feet in diameter, making it impractical to manufacture and handle cannonballs of sufficient size. Instead, Alkenstar cannons spray buckshot in a similar way to blunderbusses, firing large barrels that break apart mid-flight and release a rain of scattershot over a massive area. The slow movement and short range make this siege weapon fit fewer situations than most, but when used effectively, such as to stop a charge of Mana Waste mutants against the walls of Alkenstar, the results are devastating.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Anchor Spear", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=654", + "summary": "The tip of this +2 greater striking spear is large and wickedly barbed, and the haft is inlaid with fine silver lines that run the length of the weapon. Wielded by specially trained xulgath cavalry, anchor spears are used to prevent the escape of gogiteths or other monsters capable of climbing or burrowing.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Anesthetizing Jaws", + "trait": "Magical, Mounted, Nonlethal, Rare", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=21", + "summary": "Communities use these large jaws to nonlethally subdue large game so it can be safely moved, treated for injury, or otherwise studied. The jaws are attached via a length of chain, which channels stunning magic into the target and aids in retrieval.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Ankhrav Duster", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3201", + "summary": "Acid drips from the ankhrav mandibles protruding from this +1 knuckle duster . Strikes with this weapon deal an additional 1 acid damage. ", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Ankylostar", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=644", + "summary": "This hefty spiked club is made from the fossilized tail-club of a young ankylosaurus. It can be wielded as a +2 greater striking morningstar . ", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Apotheosis Knife", + "trait": "Magical, Rare, Unholy", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3713", + "summary": "This slim +3 major striking unholy wounding dagger has a curved blade akin to that of a peeling knife. Soft elf-leather strips adorn the handle. If you are a demon, it amplifies any auras you have by granting a +1 item bonus to your aura’s DCs.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Aquatic Disintegrator", + "trait": "Alchemical, Mounted, Rare", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=22", + "summary": "Originally developed as a means of deterring kaiju rampages, aquatic disintegrators are specialized cannons designed to fire capsules containing seasplinter, a compound that is harmless on land but erupts in saltwater, causing a chain reaction that devastates any beings that contain salt in their bodies (which is most creatures). While aquatic disintegrators have never put a permanent end to any known kaiju, the damage they inflict upon other marine life has generated mass outcry, with athamarus and other advocates of Golarion's oceans calling for their complete ban. Despite the controversy, these lethal weapons have found popularity on the black market with marine hunters and pirates who care little about ecological impact when it comes to battling titans of the deep.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Arbalest", + "trait": "Backstabber", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=432", + "summary": "This large and well-made crossbow requires some training to use effectively, but it's assembled with a cutting-edge firing mechanism that maximizes its speed, power, and accuracy", + "hands": "2", + "damage": "1d10 P", + "range": "110 ft.", + "weapon_category": "Martial" + }, + { + "name": "Arcane Ram", + "trait": "Magical, Portable, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "20", + "url": "/SiegeWeapons.aspx?ID=39", + "summary": "A steel-banded marble orb etched with magical runes is attached to the end of this sleek battering ram. The orb transforms the momentum of its crew into pure force energy that can hurl smaller objects out of the way. Because of its magical nature, the muscle of the individual crew members isn’t a factor in how hard an arcane ram hits.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Arquebus", + "trait": "Concussive, Fatal d12, Kickback", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=518", + "summary": "This is a long rifle that offers more range than the average firearm, though the long barrel and ferocious kickback make the weapon particularly unsteady unless a tripod or other stand is used to stabilize it.", + "hands": "2", + "damage": "1d8 P", + "range": "150 ft.", + "weapon_category": "Martial" + }, + { + "name": "Arrows", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=443", + "summary": "These projectiles are the ammunition for bows. The shaft of an arrow is made of wood. It is stabilized in flight by fletching at one end and bears a metal head on the other.", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Ammunition" + }, + { + "name": "Asp Coil", + "trait": "Reach, Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=233", + "summary": "The asp coil, named both for its slithering striking style and its usage among Aspis Consortium agents, has two forms. In sword form, it resembles an elegant, oddly balanced sword. However, with a twist of the pommel, the blade splits into a series of segments connected by elaborate metal cables.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Atlatl", + "trait": "Propulsive", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=329", + "summary": "Atlatls are long, narrow pieces of shaped wood or antler used as levers to hurl darts faster and farther than would otherwise be possible. An atlatl uses darts as ammunition.", + "hands": "1", + "damage": "1d6 P", + "range": "60 ft.", + "weapon_category": "Simple" + }, + { + "name": "Auspicious Scepter", + "trait": "Divination, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1039", + "summary": "This imperious +1 striking mace has a glowing orb in the shape of an eye set in its flanged head. When you succeed at a check to Recall Knowledge about a creature after you've dealt it damage with the auspicious scepter, you learn one of its resistances in addition to any other information.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Axe Musket (Melee)", + "trait": "Critical Fusion, Forceful, Sweep, Uncommon, Combination", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=213", + "summary": "This item, favored by firearms-using dwarves and barbarians, takes the form of a sturdy musket with an axeblade attached near the muzzle.", + "hands": "2", + "damage": "1d8 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Axe Musket (Ranged)", + "trait": "Combination, Concussive, Fatal d10, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=213", + "summary": "This item, favored by firearms-using dwarves and barbarians, takes the form of a sturdy musket with an axeblade attached near the muzzle.", + "hands": "2", + "damage": "1d6 P", + "range": "50 ft.", + "weapon_category": "Martial" + }, + { + "name": "Azarim", + "trait": "Divine, Evocation, Intelligent, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1725", + "summary": "In life, the dwarven rogue Azarim was always something of an outsider among her people for her fast and loose relationship with dwarven …", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Backpack Ballista", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=447", + "summary": "This complex wooden device, worn on the back, contains a miniature ballista on a retractable arm. As an Interact action, you can pull a lever to deploy or retract the ballista. As long as it remains deployed, you must hold the ballista using that hand or some of the components spill out onto the ground, just like dropping any other weapon. While deployed, the device opens and raises the ballista up over your shoulder. While retracted, the ballista and its mount slide down and are concealed within the device. Although a backpack ballista packs a punch, the device is a challenge to operate. Reloading it takes 1 minute and can't be done while worn. As normal, you can't wear a backpack ballista with another backpack.", + "hands": "1+", + "damage": "1d12 P", + "range": "180 ft.", + "weapon_category": "Martial" + }, + { + "name": "Backpack Ballista Bolts", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=179", + "summary": " Nethys Note: Ammunition for a backpack ballista .", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Ammunition" + }, + { + "name": "Backpack Catapult", + "trait": "Uncommon, Volley 50 ft.", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "3", + "url": "/Weapons.aspx?ID=174", + "summary": "This wooden device is worn on the back and contains a miniature catapult mounted on a retractable frame. As an Interact action, you can pull a lever to deploy or retract the catapult. As long as it remains deployed, you must hold the catapult using that hand or some of the components spill out onto the ground, just like dropping any other weapon. While deployed, the device opens and raises the catapult up over your shoulder. While retracted, the catapult and its mount slide down and are concealed within the device. A backpack catapult fires specialized stone spheres that are loaded into the bucket while unworn and retracted, through a sliding hatch; the reloading process takes 1 minute. To prevent misfires and accidental injury, the bucket fully encloses the stone while deployed, only opening when fired. As normal, you can't wear a backpack catapult with another backpack.", + "hands": "1+", + "damage": "1d12 B", + "range": "240 ft.", + "weapon_category": "Advanced" + }, + { + "name": "Backpack Catapult Stones", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=180", + "summary": " Nethys Note: Ammunition for a backpack catapult . .", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Ammunition" + }, + { + "name": "Ballista", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=2", + "summary": "Resembling a massive crossbow mounted on a tripod, but with a pair of arms for torsion instead of a single prod, a ballista flings massive bolts. Also referred to as a scorpion, this weapon requires fewer crew members than the larger heavy ballista and can be Aimed and Loaded much more quickly.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Barricade Buster", + "trait": "Kickback, Orc, Razing, Repeating, Uncommon, Volley 20 ft.", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "3", + "url": "/Weapons.aspx?ID=330", + "summary": "Developed by a half-orc inventor from Alkenstar who brought the technology north to battle the Whispering Tyrant alongside the orc hordes of …", + "hands": "2", + "damage": "1d10 B", + "range": "40 ft.", + "weapon_category": "Advanced" + }, + { + "name": "Bastard Sword", + "trait": "Two-Hand 1d12", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=370", + "summary": "This broad-bladed sword, sometimes called the hand-and-a-half sword, has a longer grip so it can be held in one hand or used with two hands to provide extra slashing power.", + "hands": "1", + "damage": "1d8 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Battering Ram", + "trait": "Portable, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "20", + "url": "/SiegeWeapons.aspx?ID=3", + "summary": "Simple but powerful, a battering ram is a full tree stripped of limbs with one end clad in iron, often shaped like a ram's head. Large handles are affixed to the sides so it can be hefted and carried by a crew.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Battle Axe", + "trait": "Sweep", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=371", + "summary": "These axes are designed explicitly as weapons, rather than tools. They typically weigh less, with a shaft reinforced with metal bands or bolts, and have a sharper blade, making them ideal for chopping limbs rather than wood.", + "hands": "1", + "damage": "1d8 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Battle Lute", + "trait": "Shove, Two-Hand 1d8, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=528", + "summary": "This reinforced lute is suitable both for use as a handheld musical instrument and for bashing heads should a crowd turn sour. Its strings are finely braided wires that run along its sturdy metal neck. A battle lute adds its item bonus from weapon potency runes (if any) as an item bonus on Performance checks made while using it as an instrument.", + "hands": "1", + "damage": "1d4 B", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Battle Saddle", + "trait": "Parry, Sweep, Vehicular", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=271", + "summary": "The battle saddle is a special saddle for a mount that has two large, winglike blades. These blades normally lie flat alongside the saddle, providing additional protection for the rider, but they can be deployed with a tug on the reins to slash at enemies adjacent to the mount. When using a battle saddle to parry, you can decide whether the circumstance bonus to AC applies to you or to your mount.", + "hands": "2", + "damage": "1d8 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Bayonet", + "trait": "Agile, Attached to crossbow or firearm, Finesse", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=186", + "summary": "This blade or spike can be attached to a crossbow or firearm but, unlike other attached weapons, can be wielded in one hand as its own weapon. When used as a separate weapon, it can't benefit from any runes or abilities that function only for attached weapons. An attached bayonet requires the same number of hands as the weapon it's attached to. A detached bayonet requires one hand.", + "hands": "1 or 2", + "damage": "1d4 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Bec de Corbin", + "trait": "Razing, Reach, Shove, Versatile B", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=272", + "summary": "A bec de corbin is a spiked polearm that uses a hammer head to help balance the spike. The hammer portion can be used as a secondary striking surface, while the spike or fluke is specially designed to punch through armor and shields.", + "hands": "2", + "damage": "1d8 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Belkzen Deadsmasher", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3837", + "summary": "The head of this imposing steel +2 greater striking vitalizing morningstar is shaped to resemble a cluster of snarling orc faces, their sharpened tusks serving as the spikes. Forged deep in the Hold of Belkzen and wielded by elite warriors tasked with protecting their lands from the servants of the Whispering Tyrant, this brutal weapon grants void resistance 5 to any living creature who wields it.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Big Boom Gun", + "trait": "Cobbled, Fatal d12, Goblin, Modular B, P, or S, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=226", + "summary": "Developed by a goblin weaponsmith who missed the ‘hand' part of ‘hand cannon', this comically-oversized gun has a heavily reinforced barrel and is loaded with a worrisome quantity of gunpowder. This hand cannon is a martial weapon, instead of a simple weapon. It has the fatal d12 trait and a range increment of 20 feet. It also has the following modified critical failure condition:", + "hands": "1", + "damage": "1d6 modular", + "range": "20 ft.", + "weapon_category": "Martial" + }, + { + "name": "Black King", + "trait": "Evocation, Magical, Negative, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=2551", + "summary": "The black king is a +2 greater striking ashen blunderbuss. While the dark metal frame is still pleasant to look at, this design prioritizes destructive power over aesthetic appeal. This specialized blunderbuss has a scatter radius of 20 feet instead of 10, and all splash damage it deals is negative damage instead of physical. Due to the risk of collateral damage, this weapon is typically only used by the especially foolhardy or reckless.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Black Powder Knuckle Dusters (Melee)", + "trait": "Agile, Critical Fusion, Monk, Uncommon, Combination", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=214", + "summary": "This pair of knuckle dusters is fitted with an explosive charge of black powder within the hollowed spikes of the weapon and a firing mechanism you …", + "hands": "1", + "damage": "1d4 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Black Powder Knuckle Dusters (Ranged)", + "trait": "Combination, Concussive, Fatal d8, Monk, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=214", + "summary": "This pair of knuckle dusters is fitted with an explosive charge of black powder within the hollowed spikes of the weapon and a firing mechanism you …", + "hands": "1", + "damage": "1d4 P", + "range": "30 ft.", + "weapon_category": "Martial" + }, + { + "name": "Black Scorpion Stingmace", + "trait": "Magical, Poison, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3202", + "summary": "The massive stinger of a black scorpion adds significant weight to this +2 greater striking fearsome mace. On a critical hit, the target is exposed to black scorpion venom.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Blade of Four Energies", + "trait": "Evocation, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1042", + "summary": "This +2 greater striking shifting shortsword is formed of rapidly vibrating air and magical energy, though it uses the same statistics as iron. The wooden hilt is adorned with four gems, representing the energies of acid, cold, fire, and electricity, that sparkle in sequence at random intervals.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Blade of Four Energies (Greater)", + "trait": "Evocation, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1042", + "summary": "This +2 greater striking shifting shortsword is formed of rapidly vibrating air and magical energy, though it uses the same statistics as iron. The wooden hilt is adorned with four gems, representing the energies of acid, cold, fire, and electricity, that sparkle in sequence at random intervals.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Blade of the Black Sovereign", + "trait": "Electricity, Evocation, Magical, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=775", + "summary": "This +2 greater striking shock greatsword is forged from standard-grade adamantine, with inlays of broken circuitry and a robot's ocular lens on the cross guard. A soft thrum comes from the blade, which you feel as a subtle pulse through the grip when wielding it. It sparks when unsheathed, emitting dim light within 5 feet. On a hit against a foe made of metal, wearing metal armor, or using a metal shield, if the foe takes electricity damage from the blade, the makes the foe flat-footed for 1 round; if the Strike was a critical hit, it also makes them clumsy 1 for 1 round.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Blade of the Rabbit Prince", + "trait": "Magical, Rare, Transmutation", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=836", + "summary": "This +2 greater striking dancing shortsword has a golden handguard resembling a bird with outstretched wings. The sword's blade is broken halfway up its length, but this doesn't impair the sword's function.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Bladed Diabolo", + "trait": "Backswing, Disarm, Finesse, Thrown 40 ft., Trip, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=115", + "summary": "This weapon consists of two bladed discs joined by a central axel, and is spun on a rope whose ends are attached to wand-like sticks. The wielder can hurl the diabolo from the rope like a stone from a sling, or swing it on the rope in melee.", + "hands": "2", + "damage": "1d4 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Bladed Gauntlet", + "trait": "Agile, Finesse, Free-Hand, Modular B, P, or S, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=532", + "summary": "A dagger attached to a retractable mechanism is integrated in this gauntlet's dorsum, so a combatant can quickly arm themself with a blade to exploit the weak points in an enemy's armor. Switching configurations on the gauntlet reveals or retracts the contained dagger as appropriate. The dagger isn't removable, and thus can't be wielded or etched with runes separately from the gauntlet.", + "hands": "1", + "damage": "1d4 modular", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Bladed Hoop", + "trait": "Finesse, Sweep, Two-Hand 1d8, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=116", + "summary": "This circular hoop has blades along its outer edge. You can wield it in two hands (using the two-hand damage) or by spinning it around an arm. While you spin the hoop, it gains the free-hand trait. Setting the hoop spinning takes 1 Interact action. In addition to the normal restrictions of the free-hand trait, extended use of the arm for locomotion (such as to Climb) interferes with the hoop’s spinning and forces you to Release the hoop. You can’t spin a hoop underwater. Keeping the hoop spinning requires a free action each round, which has the concentrate and manipulate traits. You can keep a hoop spinning as an exploration activity, but doing so for more than 10 minutes makes you fatigued, similarly to Hustling.", + "hands": "0+", + "damage": "1d6 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Bladed Scarf", + "trait": "Disarm, Finesse, Reach, Sweep, Trip, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=273", + "summary": "The thin metal plates interwoven throughout this long scarf turn a fashion accessory into a deadly weapon.", + "hands": "2", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Bladesweeper", + "trait": "Disarm, Jotunborn, Sweep, Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=536", + "summary": "Little more than three swords attached to a single hilt, a bladesweeper is a devastating weapon in the hands of a jotunborn warrior.", + "hands": "2", + "damage": "1d10 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Blast Lance", + "trait": "Evocation, Fire, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1600", + "summary": "This weapon is a long +1 lance with a muzzle built into the pointed tip, allowing the user to fire the chamber after a successful melee attack. A barrel running down the length of the lance allows you to load firearm ammunition into the base of the weapon more easily than it might seem from the design. It takes 2 actions to reload a blast lance.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Blast Lance (Greater)", + "trait": "Evocation, Fire, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1600", + "summary": "A greater blast lance is a +1 striking lance whose blast deals 3d8 fire damage instead of 2d8 fire damage. The Fortitude save DC is 24.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Blasting Ram", + "trait": "Portable, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "14", + "url": "/SiegeWeapons.aspx?ID=11", + "summary": "A blasting ram is a smaller battering ram that supplements the crew's size with explosive force. A steel reservoir holds a charge of black powder that ignites on impact. The body of the ram is reinforced to absorb the force of the explosion, while the head itself has a blast shield to protect the crew. Despite being a portable siege weapon, a blast ram has the Load action, which the crew uses to load the powder charge in the ram's head.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Blessed Onager", + "trait": "Holy, Magical, Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=48", + "summary": "Similar in many ways to a catapult, a blessed onager is decorated with sigils of a holy god or other divine entity, usually one associated with …", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Blessed Reformer", + "trait": "Divine, Holy, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1878", + "summary": "The Empyreal word for “repent” is etched in golden lettering on the shaft of this +2 greater striking merciful dawnsilver warhammer. If you are unholy, you are enfeebled 2 while carrying or wielding this weapon.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Blink Blade", + "trait": "Conjuration, Magical, Teleportation, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2455", + "summary": "The blade of this +2 striking dagger is etched with whirling portals, and a single blue sapphire adorns its hilt. It feels lightweight and is always slightly warm to the touch.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Blob Paste Propulsor", + "trait": "Alchemical, Portable, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "5", + "url": "/SiegeWeapons.aspx?ID=23", + "summary": "The blob paste propulsor is a mortar with a 25-foot hose attached to a reinforced pot. The pot holds blob paste, a viscous gunk synthesized from oozes. Twin levers are attached to the top of the pot and generate sparks within when pulled, temporarily transforming the gunk into a liquid form that can be aimed with the hose and mortar. This unique ammunition, as well as the weapon used to shoot it, was originally engineered by Garundi alchemists and inventors as an unorthodox but reliable means of knocking flying pests out of the sky. In recent years, blob paste propulsors have won high praise from wildlife researchers as a non-lethal means of subduing destructive monsters and keeping them alive for study and eventual release.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Blood-Drinker", + "trait": "Magical, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=3485", + "summary": "This +3 greater striking keen sawtooth saber has a black blade that always seems freshly smeared with blood. ", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Blood-Drinker Blade", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3788", + "summary": "This +1 striking shortsword has the design of a fanged mouth carved into the handle. Whenever the blade draws blood, it glows with a dull red energy, as if empowered by the taste of blood.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Blood-Drinker Blade (Greater)", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3788", + "summary": "This +1 striking shortsword has the design of a fanged mouth carved into the handle. Whenever the blade draws blood, it glows with a dull red energy, as if empowered by the taste of blood.", + "hands": "1", + "damage": "", + "range": "" + }, + { + "name": "Bloodgorger Scythe", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3203", + "summary": "This +1 striking scythe is made from the cruel, blackened branches of the carnivorous scythe tree, which hungrily drink up spilled blood. ", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Bloodletting Kukri", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2862", + "summary": "This +1 striking kukri has a crimson blade that shimmers eerily in bright light. On a critical hit, the kukri deals 1d8 persistent bleed damage. If the target didn't already have persistent bleed damage when you scored the critical hit, you also gain 1d8 temporary Hit Points for 1 minute.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Bloody Fang", + "trait": "Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=3486", + "summary": "The bladed inner curve of this +2 greater striking keen wounding dagger has a jagged, saw-like edge, while its handle is wrapped in red leather. Carved from the mandible of a giant praying mantis, this magical weapon's blade is as sharp and serviceable as steel.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Blowgun", + "trait": "Agile, Nonlethal", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=424", + "summary": "This long, narrow tube is used for shooting blowgun darts, using only the power of a forcefully exhaled breath.", + "hands": "1", + "damage": "1 P", + "range": "20 ft.", + "weapon_category": "Simple" + }, + { + "name": "Blowgun Darts", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=440", + "summary": "These thin, light darts are typically made of hardwood and stabilized with fletching of down or fur. They are often hollow so they can be used to deliver poison.", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Ammunition" + }, + { + "name": "Blunderbuss", + "trait": "Concussive, Scatter 10 ft., Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=196", + "summary": "This weapon fires pellets from a trumpet-shaped barrel, making it an excellent choice for hunting brush fowl or dealing damage within a short, broad area. Adventuring gunslingers often carry a blunderbuss to deal with swarms of vermin and similar threats.", + "hands": "2", + "damage": "1d8 P", + "range": "40 ft.", + "weapon_category": "Martial" + }, + { + "name": "Bo Staff", + "trait": "Monk, Parry, Reach, Trip", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=372", + "summary": "This strong but slender staff is tapered at the ends and well balanced. It's designed to be an offensive and defensive weapon.", + "hands": "2", + "damage": "1d8 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Boarding Axe", + "trait": "Agile, Azarketi, Climbing, Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=155", + "summary": "This small axe sports a spike opposite the blade that aids in climbing and is useful in clearing obstacles, such as fallen rigging. This weapon is common in the High Seas region, on the Isle of Kortos and within azarketi settlements.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Boarding Pike", + "trait": "Reach, Shove, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=138", + "summary": "Taking the form of a longspear fitted with crossbars or hooks, a boarding pike provides its wielder a sharp implement that's as adept at shoving …", + "hands": "2", + "damage": "1d10 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Bola", + "trait": "Nonlethal, Ranged Trip, Thrown", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=433", + "summary": "This throwing weapon consists of weights tied to the end of long cords, which can be used to bludgeon foes or entangle their legs.", + "hands": "1", + "damage": "1d6 B", + "range": "20 ft.", + "weapon_category": "Martial" + }, + { + "name": "Bolt Emitter", + "trait": "Mounted, Unique", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=34", + "summary": " Nethys Note: No description has been provided for this siege weapon. Aim 60 feet, minimum distance 10 feet Fire ( attack , flourish , …", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Bolts", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=441", + "summary": "Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows.", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Ammunition" + }, + { + "name": "Bolts (Phalanx Piercer)", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=351", + "summary": "Heavy, iron-shod bolt.", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Ammunition" + }, + { + "name": "Bombard", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=12", + "summary": "Bombards are some of the oldest and simplest of black powder siege weapons, devised based on many of the same principles as a hand cannon, but deploying them on a larger scale and scope. A bombard's body is usually made of brass or iron, which causes the bombard to resemble the shape of a large bell. While they are capable of moving very slowly, their clumsy and weighty design means bombards usually remain stationary. This in turn means they're often used more defensively than offensively", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Boomerang", + "trait": "Recovery, Thrown, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=332", + "summary": "The boomerang is a carved piece of wood designed to curve as it flies through the air, returning to the wielder after a successful throw.", + "hands": "1", + "damage": "1d6 B", + "range": "60 ft.", + "weapon_category": "Martial" + }, + { + "name": "Boughshatter", + "trait": "Earth, Magical, Poison, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3627", + "summary": "The spikes of this +2 greater striking standard-grade adamantine morningstar have a faintly green shimmer, as if resembling Ayrzul’s crystalline teeth. The weapon vibrates briefly when first drawn in or carried into a radioactive area, with the intensity of the vibration correlating to the radioactivity’s strength. While you carry Boughshatter, you gain a +4 status bonus to saving throws against radiation, including Ayrzul’s Blight.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Bow of Sun Slaying", + "trait": "Artifact, Cold, Divine, Unique", + "item_category": "Weapons", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3478", + "summary": "The Bow of Sun Slaying is a +3 major striking greater frost composite shortbow constructed out of wood, horn, and sinew. It bears carvings of a long-forgotten demigod who legends say possessed the ability to destroy the sun with a single arrow.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Bow Staff (Melee)", + "trait": "Finesse, Monk, Parry, Sweep, Combination, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=344", + "summary": "The bow staff is a whipstaff with a retracting spool of wire inside a metal cap on one end and a hooked protrusion on the other. A wielder trained in the weapon's use can quickly spool and attach or detach the wire to transition the weapon between bow and staff functionality.", + "hands": "2", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Bow Staff (Ranged)", + "trait": "Combination, Deadly d8, Monk, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=344", + "summary": "The bow staff is a whipstaff with a retracting spool of wire inside a metal cap on one end and a hooked protrusion on the other. A wielder trained in the weapon's use can quickly spool and attach or detach the wire to transition the weapon between bow and staff functionality.", + "hands": "1+", + "damage": "1d6 P", + "range": "80 ft.", + "weapon_category": "Martial" + }, + { + "name": "Breaching Pike", + "trait": "Hobgoblin, Razing, Reach, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=468", + "summary": "Forged with a heavy metal wedge effective at damaging enemy shields, breaching pikes are often used by hobgoblin infantry alongside a tower shield .", + "hands": "1", + "damage": "1d6 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Breath Blaster", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "2", + "url": "/Equipment.aspx?ID=1165", + "summary": "A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath weapons or the ability to spit energy are occasionally used. The implementation of the dragon's trachea allows the firearm to unleash a torrent of pure energy in the form of gouts of flame or bolts of electricity.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Breath Blaster (Greater)", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "2", + "url": "/Equipment.aspx?ID=1165", + "summary": "The greater breath blaster's activation deals 6d6 damage and the DC is 31. It's a +2 greater striking blunderbuss.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Breath Blaster (Major)", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "2", + "url": "/Equipment.aspx?ID=1165", + "summary": "A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath weapons or the ability to spit energy are occasionally used. The implementation of the dragon's trachea allows the firearm to unleash a torrent of pure energy in the form of gouts of flame or bolts of electricity.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Brilliant Rapier", + "trait": "Evocation, Light, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1237", + "summary": "This +2 brilliant greater striking rapier is formed entirely out of radiant energy, even more so than a usual brilliant weapon, and has …", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Broadspear", + "trait": "Reach, Sweep, Versatile S", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=258", + "summary": "The spearhead of this weapon is in the shape of a long leaf.", + "hands": "2", + "damage": "1d10 P", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Burning Glass", + "trait": "Mounted, Rare", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=49", + "summary": "The burning glass is a legendary weapon, whose record of use is often exaggerated by victims of its burning beam. It was reportedly designed and …", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Butchering Axe", + "trait": "Orc, Shove, Sweep, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=234", + "summary": "Invented by Belkzen's zealous Steel-Eaters, the butchering axe has an oversized head and a long, thick haft counterbalanced with steel or stone. The weapon's sweeping strokes inflict immense damage, particularly against groups of foes, and can push dangerous opponents away to a safe distance. All of these qualities are particularly useful against the lumbering zombie hordes of the Whispering Tyrant. Correspondingly, butchering axes are often wielded by orc and half-orc Crimson Reclaimers of Lastwall.", + "hands": "2", + "damage": "1d12 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Butterfly Sword", + "trait": "Agile, Concealable, Disarm, Finesse, Monk, Parry, Twin, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=275", + "summary": "This short, single-edged sword typically features a cross guard that helps catch oncoming attacks. It's the preferred weapon of Butterfly Blades— highly skilled Gokan assassins. These swords are typically crafted and sold in pairs.", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Buugeng", + "trait": "Agile, Conrasu, Sweep, Twin, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=142", + "summary": "A blade of conrasu design, a buugeng has a unique, curved shape that allows it to rotate smoothly in the hand of a trained warrior. This spinning motion makes it easier to attack multiple foes at once with the weapon.", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Buzzsaw Axe", + "trait": "Evocation, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1045", + "summary": "With an aerodynamic cutting edge and a curved handle, this +2 striking battle axe is perfectly suited to whirling motions, and in fact seems like it wants to whirl free from your grip. A Strike with this axe that benefits from the sweep trait's circumstance bonus on attack rolls also gains a +2 circumstance bonus to the damage roll.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Buzzsaw Axe (Greater)", + "trait": "Evocation, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1045", + "summary": "The axe is a +2 greater striking battle axe , the circumstance bonus to damage is +3, and the activation's DC is 34.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Buzzsaw Axe (Major)", + "trait": "Evocation, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1045", + "summary": "The axe is a +3 major striking battle axe , the circumstance bonus to damage is +4, and the activation's DC is 43.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Calvary Commander's Lance", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3838", + "summary": "This +1 striking lance bears a pennant that displays a standard, heraldry, or other symbols desired by its original creator. When mounted and wielding a cavalry commander’s lance, you gain a +2 circumstance bonus to Diplomacy checks when interacting with anyone loyal to the nation or cause represented by your pennant’s imagery.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Cane Pistol (Melee)", + "trait": "Concealable, Critical Fusion, Thrown 10 ft., Uncommon, Combination", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=215", + "summary": "This fashionable cane's handle hides a dueling pistol fired through the thin, painted cap at the bottom of the cane.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Cane Pistol (Ranged)", + "trait": "Combination, Concealable, Concussive, Fatal d8, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=215", + "summary": "This fashionable cane's handle hides a dueling pistol fired through the thin, painted cap at the bottom of the cane.", + "hands": "1", + "damage": "1d4 P", + "range": "30 ft.", + "weapon_category": "Martial" + }, + { + "name": "Cannon", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=13", + "summary": "Cannons are perhaps the most well known of all black powder siege weapons, and that's because they represent a good midpoint between power and expense. Keeps and fortresses in Alkenstar prefer to fortify their forces with cannons, as they're relatively easy to construct and their ammunition is cheap enough to build up great supplies.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Capturing Spetum", + "trait": "Hampering, Hobgoblin, Reach, Trip, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=469", + "summary": "Hobgoblins use these polearms both as standard issue for aggressive military units and on an individual basis for hunting fugitives.", + "hands": "2", + "damage": "1d10 P", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Caress of the Great Serpent", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3461", + "summary": "This +3 greater striking extending urumi was fashioned after the legendary eightheaded orochi serpent, with its whiplike metal blades carved to resemble the many heads of the mythical beast, and its hilt wrapped in scaled leather. These weapons are commonly used by those who worship an orochi, raiding and threatening settlements to obtain sacrifices for the beast in hopes of being granted some modicum of its power.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Carver-Cutter", + "trait": "Magical, Wood", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2640", + "summary": "Many of the experienced woodcarvers of the Plane of Wood learn to fight as well, the better to travel into hazardous areas in search of rare and beautiful types of wood for their craft. A carver-cutter serves a dual role as a weapon and a tool for felling trees and engraving wood. The +2 striking battle axe looks like an exquisitely made woodcutting axe.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Carver-Cutter (Greater)", + "trait": "Magical, Wood", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2640", + "summary": "The axe is a +2 greater striking battle axe , and the precision damage is 3d6.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Carver-Cutter (Major)", + "trait": "Magical, Uncommon, Wood", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2640", + "summary": "The axe is a +2 keen greater striking battle axe , and the precision damage is 3d6.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Carver-Cutter (True)", + "trait": "Magical, Uncommon, Wood", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2640", + "summary": "The axe is a +3 keen greater striking battle axe , the Crafting bonus is +3, and the precision damage is 4d6.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Castrovel's Beacon", + "trait": "Magical, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3688", + "summary": "The tip of this +2 greater striking brilliant standard-grade cold iron rapier shines with a flickering sheen of green light that mimics the glittering appearance of Castrovel in the night sky. The carrier of Castrovel’s Beacon instinctively knows Castrovel’s position in the sky even if it hasn’t actually yet risen into view, which grants the wielder a +2 item bonus to Sense Direction when using the stars to orient themself. Additionally, the weapon grants a +2 item bonus to all saving throws against effects that cause the dazzled or blinded conditions.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Catapult", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=5", + "summary": "A sturdy wooden frame holds the spring-loaded beam that gives this weapon its power. At the end of the beam, a bowl-shaped wooden recession holds the payload, typically heavy stones. The arm is winched back to create torsion, until the release is pulled to abruptly swing the arm forward and fling the payload.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Caterwaul Sling", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2863", + "summary": "Made of shiny brown leather, this +1 striking sling has a single white thread interwoven into its cord. ", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Catoblepas Maul", + "trait": "Magical, Poison, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3204", + "summary": "The putrid stench emanating from the catoblepas antlers adorning this +2 greater striking greater crushing maul interferes with your sense of smell. While wielding this weapon, you gain a +2 item bonus to saves against olfactory effects.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Celestial Peachwood Sword", + "trait": "Holy, Magical, Rare, Vitality", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3462", + "summary": "From blade to pommel, this sword is carved from a branch of the now-extinct celestial peach tree. The blade of this +3 greater striking holy vitalizing peachwood shortsword has ancient runes that can permanently destroy the most powerful undead—if you are willing to pay the price.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Chain of Command", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3840", + "summary": "This +1 striking spiked chain, strung with bloodied military insignia and other grisly trophies harvested from slain soldiers, is commonly used by hobgoblin commandants to motivate their troops. On a critical hit, the chain of command deals an additional 1d6 mental damage.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Chain Sword", + "trait": "Finesse, Reach, Sweep, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=276", + "summary": "This weapon has a hilt like a longsword attached to several bladed segments connected by chain links. A highly technical weapon, the chain sword is valued by duelists and experienced soldiers alike in the nations of Nirmathas and Molthune.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Chainbreaker", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3839", + "summary": "The head of this +1 striking pick is adorned with a detailed etching of an eagle with outstretched wings. When you use it to Strike an unattended object whose intended purpose is to restrain or confine, such as a pair of manacles or the bars of a prison cell, you ignore the first 5 points of the object’s Hardness.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Chakram", + "trait": "Thrown", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=235", + "summary": "Simple, elegant, and portable, the chakram is an open-centered metal discus with a sharpened edge, as well as a grip running along the center so the wielder can hold it safely.", + "hands": "1", + "damage": "1d8 S", + "range": "20 ft.", + "weapon_category": "Martial" + }, + { + "name": "Chakri", + "trait": "Recovery, Thrown, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=333", + "summary": "Similar to a chakram , chakri are too light to be wielded in melee but allow the user significantly more control over their throws. A chakri is …", + "hands": "1", + "damage": "1d6 S", + "range": "40 ft.", + "weapon_category": "Martial" + }, + { + "name": "Chalice of Justice", + "trait": "Divine, Holy, Uncommon", + "item_category": "Weapons", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3281", + "summary": "This gleaming golden sword is a +2 greater striking holy cold iron longsword given only to the worthiest heroes of a holy faith. It's made of a sacred, secret alloy that makes the blade both cold iron and silver. If you're unholy, you're drained 2 while holding a chalice of justice. You can't recover from this condition while holding the weapon.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Chaplain's Cudgel", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2864", + "summary": "This simple wooden +1 striking mace transforms in the hands of a wielder with great faith in a deity. ", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Chatterer of Follies", + "trait": "Enchantment, Illusion, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1047", + "summary": "This heavy +1 striking khakkara is cast from solid steel and plated with pyrite. Metal charms shaped like grinning idols festoon its great arched ring, and during combat, as tiny tendrils of flame fly off the pyrite, these hanging dolls seem to chatter in tune with the clash and din of battle.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Chimera Flail", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3205", + "summary": "The three spiked heads of this +1 striking war flail are fashioned to resemble the heads of a chimera. Preserved fragments of bone from the creature are fused with the metal of each head, replacing the typical weight at the end of the chain. Each head has been shrunk and preserved for use. You can have only one head slotted at a time and can use only the ability of the currently slotted head, while the other two hang off the pommel. Switching between heads requires an Interact action.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Cinderclaw Gauntlet", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=482", + "summary": "Activate [reaction] command; Trigger Your attack roll with the Cinderclaw gauntlet is a critical success.; Effect The creature you hit must succeed at a DC 19 Fortitude save or be sickened 1 by the gauntlet's acrid smoke. Creatures that don't need to breathe are immune.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Clan Dagger", + "trait": "Agile, Dwarf, Parry, Uncommon, Versatile B", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=368", + "summary": "This broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is considered a …", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Clan Pistol", + "trait": "Concussive, Dwarf, Fatal d10, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=197", + "summary": "The tradition of dwarves displaying their clan affiliations with special clan daggers goes back millennia, but many of the dwarf clans of Dongun …", + "hands": "1", + "damage": "1d6 P", + "range": "80 ft.", + "weapon_category": "Martial" + }, + { + "name": "Claw Blade", + "trait": "Agile, Catfolk, Deadly d8, Disarm, Finesse, Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=470", + "summary": "This handheld weapon’s three parallel blades extend between the fingers to resemble the natural claws of the amurruns who created them, providing a way for those catfolk without suitable natural claws to share the fighting customs of their kin.", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Clear Cutter's Axe", + "trait": "Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3598", + "summary": "Wielded by wealthy Taldan knights against the Goroth Lodge, this +1 striking returning hatchet has an axe head resembling a roaring lion’s …", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Clockwork Ballista", + "trait": "Mounted, Rare", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=42", + "summary": "Finding a working clockwork arbalest—a relic of Azlanti engineering at its height—is all but impossible now. There are scholarly records, though, that describe the complex mechanisms of the device, which practically automates the process of reloading and firing a standard ballista. The result is extremely effective, as the ballista reloads from a hopper of bolts with a pull of a lever, has a move assist feature that aids in repositioning the weapon, and even features a gyroscope sight array to aid with aiming. The bolts feature clockwork blades that deploy after the initial hit, making the impact point an impassible hazard. By all accounts, a single operator could keep up a steady rate of fire with the clockwork ballista until they ran out of bolts, though the designs suggest two crew members for smooth function and efficient use.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Clockwork Macuahuitl", + "trait": "Backswing, Clockwork, Forceful, Rare, Versatile B", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=227", + "summary": "This finely-made wooden club has a beautiful, lacquered finish that gleams in the sunlight. A heavy ring of gears lined with sharpened pieces of obsidian automatically and constantly spin around the bulk of the wooden club lengthwise. Striking a foe digs the obsidian gears into the enemy's flesh and tears it with its blades. The ever-turning gears also help to dislodge an enemy's defensive position against the weapon.", + "hands": "2", + "damage": "1d10 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Club", + "trait": "Thrown 10 ft.", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=357", + "summary": "This is a piece of stout wood shaped or repurposed to bludgeon an enemy. Clubs can be intricately carved pieces of martial art or as simple as a tree branch or piece of wood.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Coat Pistol", + "trait": "Concealable, Concussive, Fatal d8, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=189", + "summary": "This small pistol is easily concealed inside a jacket or some other article of clothing. Rarely kept as a primary weapon, coat pistols are equally favored by clever assassins and traveling Alkenstar aristocrats.", + "hands": "1", + "damage": "1d4 P", + "range": "30 ft.", + "weapon_category": "Simple" + }, + { + "name": "Cold Iron Weapon (High-Grade)", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2856", + "summary": "Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey .", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Cold Iron Weapon (Low-Grade)", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2856", + "summary": "Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey .", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Cold Iron Weapon (Standard-Grade)", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2856", + "summary": "Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey .", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Combat Fishing Pole", + "trait": "Ranged Trip, Tethered, thrown 20 ft., Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=508", + "summary": "The combat fishing pole is a sturdy and flexible pole that can be used as a weapon in melee. When a lure is attached to a combat fishing pole, it can be used to make thrown weapon attacks with a range increment of 20 feet, though the lure must then be reeled back in with an Interact action before the weapon can be used at range again (see the tethered trait). The ranged trip, tethered, thrown, and versatile P traits of the combat fishing pole only apply to thrown attacks made with a lure; throwing the pole itself leaves you with no practical way to retrieve it other than moving to its location and picking it up. A combat fishing pole can be used alongside fishing tackle to fish, and it adds its item bonus from weapon potency runes (if any) as an item bonus on checks to fish when used in this manner.", + "hands": "2", + "damage": "1d8 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Combat Grapnel", + "trait": "Finesse, Grapple, Tethered, Thrown 20 ft., Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=139", + "summary": "Although grappling hooks typically serve as a climbing tool, this specially reinforced grapnel attached to a rope up to 10 feet long can be swung …", + "hands": "2", + "damage": "1d6 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Combat Lure", + "trait": "Finesse, Tethered, Thrown 20 ft., Training, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=277", + "summary": "A combat lure is a weighted leather sack at the end of a length of toughened cord and can be used both to bludgeon opponents and signal directions to a trained avian or other animal.", + "hands": "2", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Composite Longbow", + "trait": "Deadly d10, Propulsive, Volley 30 ft.", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=434", + "summary": "This projectile weapon is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Like all longbows, its great size also increases the bow's range and power. You must use two hands to fire it, and it cannot be used while mounted. Any time an ability is specifically restricted to a longbow, such as Erastil's favored weapon, it also applies to composite longbows unless otherwise stated.", + "hands": "1+", + "damage": "1d8 P", + "range": "100 ft.", + "weapon_category": "Martial" + }, + { + "name": "Composite Shortbow", + "trait": "Deadly d10, Propulsive", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=435", + "summary": "This shortbow is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Its compact size and power make it a favorite of mounted archers. Any time an ability is specifically restricted to a shortbow, it also applies to composite shortbows unless otherwise stated.", + "hands": "1+", + "damage": "1d6 P", + "range": "60 ft.", + "weapon_category": "Martial" + }, + { + "name": "Conflagration Club", + "trait": "Evocation, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1051", + "summary": "A ring of magical crystals encircles the base of this +1 striking greatclub , allowing it to absorb and store magical energy. ", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Constricting Meteor", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3206", + "summary": "The weights of this +1 striking meteor hammer are shaped like snake heads, and anaconda scales adorn the chain. ", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Cooperative Blade", + "trait": "Divination, Magical, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=922", + "summary": "This +1 striking longsword has a mirror-like blade free of tarnish despite being millennia old. While wielding it, you gain a +2 item bonus to checks to Aid. If you're an expert with the skill or attack roll you're using to Aid and you critically succeed, you grant your ally a +3 circumstance bonus to the triggering check instead of a +2 bonus.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Corrupted Polyp", + "trait": "Magical, Mounted, Rare", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=46", + "summary": "When demonic forces invaded through the Worldwound, some brought terrible siege weapons with them. One particularly vile device is known as a …", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Corset Knife", + "trait": "Agile, Concealable, Finesse, Thrown 10 ft.", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=278", + "summary": "A favored self-defense weapon among bar and tavern workers, the corset knife has a weighted hilt and a cylindrical, needlelike blade designed to be easily hidden in clothing, but quickly retrieved in a pinch.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Covered Battering Ram", + "trait": "Portable, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "20", + "url": "/SiegeWeapons.aspx?ID=4", + "summary": "Though it has the same Ram activity as the basic battering ram, a covered battering ram is additionally suspended from a protective roof attached to large wheels. This gives the crew members greater cover against attacks from outside. The cover is on the left and right flank, but open on the front and rear to allow for operating the ram. The roof has AC 23, Hardness 12, HP 48, and BT 24. Breaking the roof doesn't affect the operation of the battering ram but eliminates the cover.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Crescent Cross (Melee)", + "trait": "Critical Fusion, Parry, Combination, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=345", + "summary": "A crescent cross combines a small scizore with an arm-mounted crossbow apparatus that can hold up to three bolts at a time.", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Crescent Cross (Ranged)", + "trait": "Capacity 3, Combination, Parry, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=345", + "summary": "A crescent cross combines a small scizore with an arm-mounted crossbow apparatus that can hold up to three bolts at a time.", + "hands": "1", + "damage": "1d6 P", + "range": "30 ft.", + "weapon_category": "Martial" + }, + { + "name": "Crimson Bluff", + "trait": "Illusion, Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=3487", + "summary": "This +2 greater striking grievous sawtooth saber has a red hilt and a purple-black blade. Favored by Red Mantis assassins who enjoy using illusions to confound their targets, a crimson bluff constantly flickers and flashes, creating brief afterimages that can be quite distracting. If you use a crimson bluff as part of a gesture when you Create a Diversion, you gain a +2 item bonus to your Deception check.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Crimson Brand", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=515", + "summary": "These ominous swords are decorated with crimson lacquer and serve as perfect conduits for the Crimson Oath’s power. The first was granted to Clarethe Iomedar by a mysterious patron who many Reclaimers believe to be an emissary of Ragathiel. A crimson brand is a +1 striking wounding bastard sword. When the wielder uses the crimson brand to cast invoke the Crimson Oath, they can generate a 60-foot line or a 30-foot cone instead of the normal 20-foot cone. Whenever the wielder would inflict persistent bleed damage on an undead creature with the crimson brand, they can instead wreathe the creature in ruby energy, inflicting the same amount of persistent positive damage instead of persistent bleed damage.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Crossbow", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=425", + "summary": "This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt.", + "hands": "2", + "damage": "1d8 P", + "range": "120 ft.", + "weapon_category": "Simple" + }, + { + "name": "Crossbow Catapult", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=47", + "summary": "A less explosive version of black-powder weapons such as the ribauldequin and hwacha, the crossbow catapult consists of 16 crossbows arrayed in a square on a wooden frame with two large wheels. Aiming is done from behind, sighting through the center and wheeling the face back and forth. All the crossbow triggers are connected in sequence, firing a volley of bolts with a single pull of a wire.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Cruuk", + "trait": "Shove, thrown 30 ft., Tripkee", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=471", + "summary": "This specialized club is designed for throwing and useful in both combat and hunting. Tripkees use them to take down creatures that hide high in treetops.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Dagger", + "trait": "Agile, Finesse, Thrown 10 ft., Versatile S", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=358", + "summary": "This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Dagger Pistol (Melee)", + "trait": "Agile, Critical Fusion, Finesse, Thrown 10 ft., Uncommon, Versatile S, Combination", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=216", + "summary": "This weapon, favored by rangers and other wilderness wanderers, takes the form of a stoutly built pistol with a dagger blade attached beneath the …", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Dagger Pistol (Ranged)", + "trait": "Combination, Concussive, Fatal d8, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=216", + "summary": "This weapon, favored by rangers and other wilderness wanderers, takes the form of a stoutly built pistol with a dagger blade attached beneath the …", + "hands": "1", + "damage": "1d4 P", + "range": "30 ft.", + "weapon_category": "Martial" + }, + { + "name": "Daikyu", + "trait": "Forceful, Propulsive, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=472", + "summary": "This asymmetrical bow, made of laminated bamboo, wood, and leather, stands 6 feet or more in height. It’s most often used while mounted.", + "hands": "1+", + "damage": "1d8 P", + "range": "80 ft.", + "weapon_category": "Advanced" + }, + { + "name": "Dancer's Spear", + "trait": "Backswing, Finesse, Reach, Sweep, Versatile B", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=279", + "summary": "Traditionally a favored weapon in Molthune for settling disputes between military leaders, the dancer's spear has seen a recent resurgence in popularity in the neighboring kingdom of Nirmathas, largely due to its effectiveness at striking down attacking skeletons and other undead from a relatively safe distance. A dancer's spear has a 7-foot-long wooden haft capped with a triangular metal blade at one end, counterbalanced on the other end with a reinforced metal sleeve that, in a pinch, can be used as an effective striking surface.", + "hands": "2", + "damage": "1d6 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Dandpatta", + "trait": "Agile, Twin, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=260", + "summary": "This long, narrow blade is attached to a gauntlet that also acts as a handguard.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Dart", + "trait": "Agile, Thrown", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=426", + "summary": "This thrown weapon is larger than an arrow but shorter than a javelin. It typically has a short shaft of wood ending in a metal tip and is sometimes stabilized by feathers or fur.", + "hands": "1", + "damage": "1d4 P", + "range": "20 ft.", + "weapon_category": "Simple" + }, + { + "name": "Dart Umbrella", + "trait": "Agile, Concealable, Nonlethal, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=175", + "summary": "This umbrella fires tiny blowgun darts from its ferrule with a twist of the handle. The darts are loaded into the shaft, and though the damage they deal is minimal, the dart umbrella is an inconspicuous weapon easy to slip past inspections.", + "hands": "1", + "damage": "1 P", + "range": "30 ft.", + "weapon_category": "Martial" + }, + { + "name": "Dawnsilver Tree", + "trait": "Concussive, Elf, Fatal d10, Parry, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=204", + "summary": "Neither dawnsilver nor a tree, this long gun takes its name from the legends of the elves of Jinin and is most commonly found within the nation. …", + "hands": "2", + "damage": "1d6 P", + "range": "150 ft.", + "weapon_category": "Martial" + }, + { + "name": "Dawnsilver Weapon (High-Grade)", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2857", + "summary": "Dawnsilver weapons are slightly lighter than silver. A dawnsilver weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk).", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Dawnsilver Weapon (Standard-Grade)", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2857", + "summary": "Dawnsilver weapons are slightly lighter than silver. A dawnsilver weapon is 1 Bulk lighter than normal (or light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk).", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Dazzling Shortbow", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3841", + "summary": "This +1 striking shortbow is a favorite of mage hunters and those who frequently fight enemies who can turn themselves invisible. A creature who is critically hit with a ranged Strike from a dazzling shortbow must succeed at a DC 19 Fortitude save or be dazzled for 1 minute.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Deathseeker", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3464", + "summary": "A hauntingly beautiful and masterfully crafted blade, this +1 striking wounding kris has been whet with the spilled blood of its creator, imbuing violent intent within its crimson curves. When you critically succeed at a Strike made with a deathseeker, the target feels the blade's unbridled bloodlust trying to consume it and must attempt a DC 24 Will save; this effect has the incapacitation trait.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Deepdread Claw", + "trait": "Evocation, Invested, Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=768", + "summary": "One of a set of four identical spears collectively known as the Four Claws of the Deepdread, this weapon is fashioned from a single seamless piece of matte-black metal with a razored silver edge. In bright light, it functions as a +1 striking spear, but in darkness or dim light, it becomes a +2 greater striking spear. You can upgrade its fundamental runes as normal for a specific weapon, starting from a +2 greater striking spear, but its fundamental runes are always one type worse in bright light.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Deflecting Branch", + "trait": "Abjuration, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1448", + "summary": "This massive branch has been cut into a general club shape but still bears several knots and has a number of runes carved along its length. The deflecting branch is a +2 greater striking greatclub. On a critical hit, you knock the target prone.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Devil's Trident", + "trait": "Enchantment, Magical, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1477", + "summary": "This +1 striking returning trident is made of an ancient black metal that glistens unnaturally and is cold to the touch. The prongs of this trident drip with metallic lake water. Strikes with the Devil's Trident trigger the weaknesses of any creature with a weakness to water.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Dezullon Fountain", + "trait": "Acid, Magical, Plant", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1883", + "summary": "A dezullon fountain is a distinct type of +2 striking air repeater made from the still-living pitcher of a dezullon, dealing acid damage instead of the gun's normal piercing damage.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Djezet Weapon (High-Grade)", + "trait": "Rare", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=1414", + "summary": "The djezet in weapons absorbs magical power. Critical hits made with a djezet weapon against a prepared or spontaneous spellcaster cause the target to lose one prepared spell or one spontaneous spell slot unless the target succeeds at a Will save (DC 30 for standard-grade or DC 40 for high-grade). The spell is randomly selected from among the caster's highest three spell levels (and then from among the spells prepared in that level, for a prepared spellcaster).", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Djezet Weapon (Standard-Grade)", + "trait": "Rare", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=1414", + "summary": "The djezet in weapons absorbs magical power. Critical hits made with a djezet weapon against a prepared or spontaneous spellcaster cause the target to lose one prepared spell or one spontaneous spell slot unless the target succeeds at a Will save (DC 30 for standard-grade or DC 40 for high-grade). The spell is randomly selected from among the caster's highest three spell levels (and then from among the spells prepared in that level, for a prepared spellcaster).", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Dog-Bone Knife", + "trait": "Abjuration, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1637", + "summary": "The blade of this +1 striking dagger is made from the thigh bone of a canine that died in the act of protecting its master. A werecreature or other creature willingly under the effects of a non-permanent polymorph effect damaged by a dog-bone knife must attempt a DC 19 Will save or immediately revert to its natural form—this has no effect on a creature unwillingly polymorphed. On a successful save, the creature is temporarily immune to this effect for 1 minute. Kushtakas and other creatures vulnerable to canines take a –2 circumstance penalty to saves against this effect, and this weapon overcomes any resistance such creatures have to physical attacks.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Dogslicer", + "trait": "Agile, Backstabber, Finesse, Goblin, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=405", + "summary": "This short, curved, and crude makeshift blade often has holes drilled into it to reduce its weight. It's a favored weapon of goblins .", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Donchak", + "trait": "Hampering, Reach, Reload 1, Tethered, Thrown 20 ft., Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=261", + "summary": "This long metal pole has a large chakram attached at the end. A mechanism within the handle allows the wielder to launch and retract the chakram, which is connected with wire to the inside of the weapon. The donchak is seldom seen used outside training scenarios.", + "hands": "2", + "damage": "1d8 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Doomsweeper", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3842", + "summary": "Functioning as a +1 striking halberd when wielded as a weapon, a doomsweeper is a heavy steel rake-like implement commonly used by frontline soldiers to scour the battlefield for unseen dangers. When you hold a doomsweeper extended in front of you, you gain a +1 item bonus to Perception checks to notice any hidden hazards in a 30-foot cone, with the bonus increasing to +2 if you are performing the Scout or Search exploration action.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Door Ram", + "trait": "Portable, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "3", + "url": "/SiegeWeapons.aspx?ID=6", + "summary": "A door ram is a small siege weapon meant for breaking down doors, palisades, and weak portcullises. It consists of a log with an iron cap, and has handholds carved into it or grips attached to it.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Double-barreled Musket", + "trait": "Concussive, Double Barrel, Fatal d10, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=198", + "summary": "This flintlock breech-loader has two side-by-side barrels. Though less accurate than a standard musket, a double-barreled musket offers versatility in firing options. Many of Alkenstar's famous shield marshals save their earnings to buy a double-barreled musket as their first personal firearm.", + "hands": "2", + "damage": "1d6 P", + "range": "60 ft.", + "weapon_category": "Martial" + }, + { + "name": "Double-Barreled Pistol", + "trait": "Concussive, Double Barrel, Fatal d8, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=199", + "summary": "This flintlock pistol has two side-by-side barrels. Though less accurate than a standard pistol, a double-barreled pistol is a useful and versatile …", + "hands": "1", + "damage": "1d4 P", + "range": "30 ft.", + "weapon_category": "Martial" + }, + { + "name": "Draddeth's Edge", + "trait": "Intelligent, Occult, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3843", + "summary": "It’s uncertain how or why the intelligence occupying this +2 greater striking shifting warhammer came to be there, but over its many years of battlefield experience, it has proven itself to be a brilliant military tactician on par with some of history’s greatest generals. Its earliest appearance was in the hands of its namesake, General Lord Draddeth, who attributed many of his successful campaigns to the counsel of a magical hammer he had commissioned during the Molthuni Cessation from Cheliax. Though the hammer disappeared upon the general’s death, its legend has persisted, and the colloquialism “the Draddeth Edge”—referring to a natural talent for strategic planning and quick thinking—remains in common usage across Molthune.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Dragon-Mouth Pistol", + "trait": "Concussive, scatter 5 ft.", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=519", + "summary": "Similar to the blunderbuss , a dragon-mouth pistol fires pellets from a flared barrel. Though less powerful than a blunderbuss, the dragonmouth …", + "hands": "1", + "damage": "1d6 P", + "range": "20 ft.", + "weapon_category": "Martial" + }, + { + "name": "Dragonfire Halfbow", + "trait": "Evocation, Fire, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3162", + "summary": "Crafted by layering bamboo with strips of sliced scales harvested from a fire-breathing dragon, this bow has a significant draw strength. This design is commonly seen in Hongal, as the shorter limbs allow for easier maneuvering on horseback. While the wielder of this +2 striking composite shortbow is mounted, they apply the bow's item bonus to Nature checks to Command your mount.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Dragonscale Bo Staff", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1884", + "summary": "This +1 striking bo staff is covered in scales shed by or harvested from a dragon. When benefiting from the circumstance bonus to AC granted by the bo staff’s parry trait, you also gain a +1 circumstance bonus to saving throws against magical effects of the tradition matching the dragon who provided the scales, plus resistance 5 to a damage type determined by that tradition: force for arcane, spirit for divine, mental for occult, or fire for primal. For instance, a dragonscale bo staff made with scales taken from an omen dragon would provide a +1 circumstance bonus to saves against occult effects and resistance 5 to mental damage.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Dragontooth Leiomano", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1885", + "summary": "Dragon teeth line the edges of this +2 greater striking leiomano . The leiomano deals an additional 1d6 damage of a type determined by the tradition of the dragon from which the teeth were taken: force for arcane, spirit for divine, mental for occult, or fire for primal. The weapon also gains the relevant trait (for instance, fire for a club made with teeth taken from an adamantine dragon).", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Drake Rifle", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "2", + "url": "/Equipment.aspx?ID=1166", + "summary": "A drake rifle is a firearm made from the saliva glands of a drake. The firearm launches small bursts of empowered spittle instead of typical rounds of ammunition. A drake rifle is a +1 weapon. It's a distinct type of martial firearm that deals 1d10 damage with a range increment of 150 feet and reload 1. It deals acid, cold, electricity, fire, or poison damage, depending on the drake from which it was made. On a critical hit, the spittle clings to the target and they take persistent damage of the same type as the weapon equal to 1d4 + the number of weapon damage dice. A drake rifle does not add critical specialization effects.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "drilling ram", + "trait": "Portable, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "24", + "url": "/SiegeWeapons.aspx?ID=45", + "summary": "This battering ram is fitted with a large metal drill powered by a clockwork engine. Once rammed into an object, the drill can be activated to weaken the structure against further strikes. Despite being a portable siege weapon, a drilling ram has the Load action, which represents winding the clockwork engine.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Dueling Pistol", + "trait": "Concealable, Concussive, Fatal d10", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=520", + "summary": "Made for settling disputes when diplomacy fails, dueling pistols are finely crafted and made to fit easily into a holster or pocket.", + "hands": "1", + "damage": "1d6 P", + "range": "60 ft.", + "weapon_category": "Martial" + }, + { + "name": "Dueling Spear", + "trait": "Disarm, Finesse, Uncommon, Versatile S", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=236", + "summary": "This spear has a spade-like blade at one end and a forked blade at the other, making it resemble a large arrow. It's well balanced for spinning and twisting maneuvers. The spade-like end can be used for slashing and stabbing, while the forked end is effective at wrenching a weapon from an enemy's grasp.", + "hands": "2", + "damage": "1d8 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Duskwood Weapon (High-Grade)", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2858", + "summary": "Duskwood weapons are as dark as ebony, with a slight purple tint. A duskwood weapon's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk).", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Duskwood Weapon (Standard-Grade)", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2858", + "summary": "Duskwood weapons are as dark as ebony, with a slight purple tint. A duskwood weapon's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on a weapon that normally has light Bulk).", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Dwarven Dorn-Dergar", + "trait": "Dwarf, Razing, Reach, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=280", + "summary": "A heavy, weighted cube of metal at the end of a long chain, the dorn-dergar is used by dwarven berserkers and sappers who specialize in breaking through lines of shielded opponents or disabling enemy siege weapons.", + "hands": "2", + "damage": "1d10 B", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Dwarven Scattergun", + "trait": "Concussive, Dwarf, Kickback, Scatter 10 ft., Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=207", + "summary": "A favored weapon of dwarf scouts from Dongun Hold, the dwarven scattergun is a powerful weapon designed to take advantage of a dwarf's sturdy …", + "hands": "2", + "damage": "1d8 P", + "range": "50 ft.", + "weapon_category": "Advanced" + }, + { + "name": "Dwarven Thrower", + "trait": "Evocation, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=384", + "summary": "This +2 striking warhammer is inlaid with precious metals and decorated with geometric patterns in a dwarven style. If you’re a dwarf, a dwarven thrower functions for you as a +2 greater striking returning warhammer with the thrown 30 feet trait, and your attacks with the hammer deal 1d8 additional damage against giants.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Dwarven Waraxe", + "trait": "Dwarf, Sweep, Two-Hand 1d12, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=420", + "summary": "This favored weapon of the dwarves has a large, ornate head mounted on a thick handle. This powerful axe can be wielded with one hand or two.", + "hands": "1", + "damage": "1d8 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Earthbreaker", + "trait": "Razing, Shove, Two-Hand d10, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=281", + "summary": "This massive hammer's metal head is shaped or molded with heavy metal wedges along its primary striking surface, enabling it to tear through shields and armor with ease.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Eclipse", + "trait": "Evocation, Light, Magical, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=503", + "summary": "This +1 returning striking cold iron starknife has an ornate central grip that depicts a silver dragon, the neck, wings, and tail of which wrap over and around the handle in knots to support the weapon’s four cold iron blades. While the handle is polished to a mirrorlike shine, the blades of Eclipse are a flat black and entirely unreflective. Eclipse is also the portal key required to activate Dreamgate at Alseta’s Ring.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Elven Branched Spear", + "trait": "Deadly d8, Elf, Finesse, Reach, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=237", + "summary": "Several short branches project from this delicate spear's shaft, each angled forward and tipped with a leaflike blade.", + "hands": "2", + "damage": "1d6 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Elven Curve Blade", + "trait": "Elf, Finesse, Forceful, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=406", + "summary": "Essentially a longer version of the scimitar, this traditional elven weapon has a thinner blade than its cousin.", + "hands": "2", + "damage": "1d8 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Erraticannon", + "trait": "Magical, Rare, Transmutation", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1602", + "summary": "This +1 striking hand cannon is festooned with so many add-ons and modifications it's barely recognizable as a firearm. A large hopper at the top of the gun allows any type of ammunition (including arrows, bolts, stone bullets, and firearm rounds) to be fed into the machine, which converts the ammunition into blasts of raw, destructive energy. Each time you attack with the weapon, roll 1d8 to determine the damage type of the Strike—all of the erraticannon's weapon damage is converted to that damage type for the Strike. Additionally, roll another d8, and the erraticannon deals 1d6 additional damage of this second damage type.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Explosive Dogslicer (Melee)", + "trait": "Agile, Backstabber, Critical Fusion, Finesse, Goblin, Uncommon, Combination", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=224", + "summary": "An explosive dogslicer is a sneaky, explosive weapon that often brings perverse joy to the goblins who use them. At first glance, it appears to be a triple-bladed dogslicer with an oversized guard.", + "hands": "2", + "damage": "1d6 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Explosive Dogslicer (Ranged)", + "trait": "Backstabber, Combination, Fatal d10, Goblin, Scatter 5 ft., Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=224", + "summary": "An explosive dogslicer is a sneaky, explosive weapon that often brings perverse joy to the goblins who use them. At first glance, it appears to be a triple-bladed dogslicer with an oversized guard.", + "hands": "2", + "damage": "1d6 S", + "range": "20 ft.", + "weapon_category": "Advanced" + }, + { + "name": "Exquisite Sword Cane", + "trait": "Agile, Concealable, Finesse, Parry, Twin (Sheath)", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=132", + "summary": "An exquisite sword cane is a sword sheathed inside a hollow cane, which itself can be used as a clubbing weapon with or without the sword sheathed inside.", + "hands": "1", + "damage": "1d6 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Exquisite Sword Cane Sheath", + "trait": "Agile, Finesse, Parry, Twin (Sword)", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=133", + "summary": "An exquisite sword cane is a sword sheathed inside a hollow cane, which itself can be used as a clubbing weapon with or without the sword sheathed inside.", + "hands": "1", + "damage": "1d4 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Falcata", + "trait": "Fatal d12", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=282", + "summary": "The falcata is a heavy, one-handed sword with a single cutting edge, usually flaring to be wider towards the point of the weapon and narrower towards the hilt.", + "hands": "1", + "damage": "1d8 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Falchion", + "trait": "Forceful, Sweep", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=373", + "summary": "This weapon is a heavier, two-handed version of the curved-bladed scimitar. It is weighted toward the blade's end, making it a powerful slashing weapon.", + "hands": "2", + "damage": "1d10 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Falconet", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=50", + "summary": "A compact cannon that fires much smaller ammunition than typical cannons, the falconet has an undersized but lethal shot of similar weight and size to a bird of prey, hence the name. The falconet sits between the heaviest musket and traditional cannon, but its lighter size and cost make it appealing to forces that can’t field a full cannon crew.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Fangwire", + "trait": "Agile, Backstabber, Deadly d8, Finesse, Grapple, Kobold, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=473", + "summary": "This kobold wire is thin and hard to see, making it perfect for an ambush. The wielder flicks one handle around a vulnerable spot so that it serves as a catch for the wire, then yanks the other handle back, pulling the wire tight and inflicting painful lacerations. The function and name come from a wire-based trap called a “slow fang.”", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Fauchard", + "trait": "Deadly d8, Reach, Sweep, Trip", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=529", + "summary": "A fauchard is similar to a glaive, save that its cutting edge is along the concave side.", + "hands": "2", + "damage": "1d8 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Faultline Hammer", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3659", + "summary": "The steel head of this +1 striking earthbreaker has a large crack that zigzags down its center, making it look like it could crack in half with any swing. This belies the hammer’s strength; its strikes can shatter stone with ease.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Feng Huo Lun", + "trait": "Agile, Disarm, Finesse, Monk, Parry, Twin, Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=283", + "summary": "Also known as wind and fire wheels, these large, flat steel rings feature several protruding blades typically stylized to resemble flames.", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Fiend's Hunger", + "trait": "Magical, Necromancy, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2683", + "summary": "The blade of this +1 low-grade silver dagger has a sickly red tinge. Though once used to send souls to empower Kugaptee, the fury of those slain by the blade now allow its wielder to periodically strike back against fiends.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Fiend's Mouth Cannon", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=14", + "summary": "Fiend's mouth cannons are large-scale cannons designed to blast a target at great distance, from a stationary location. They get their name from the fiendish features usually adorning their barrels and frames. Compared to a standard field cannon, a fiend's mouth cannon can be aimed more easily, but flexibility comes at the cost of mobility. The barrel rests on a platform which can be rotated 360 degrees to allow for precise aiming.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Fighter's Fork", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2865", + "summary": "This +1 trident , usually engraved with a decorative pattern resembling fish scales, is a common weapon among warriors of aquatic ancestries. ", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Fighting Fan", + "trait": "Agile, Backstabber, Deadly d6, Finesse, Monk, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=284", + "summary": "This fan is useful for elegant dances as well as for slicing unsuspecting foes with the blades along its outer edge. If used in performances, it might be disguised as a frilly accessory, or it might be an obvious, though elegant, weapon.", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Fighting Oar", + "trait": "Sweep, Uncommon, Versatile S", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=505", + "summary": "A fighting oar is a sturdy boat oar, typically made of wood, whose haft and blades are reinforced for use in combat. A fighting oar adds its item bonus from weapon potency runes (if any) as an item bonus on Piloting Lore and Sailing Lore checks made to pilot a rowed vehicle (for more information on vehicles, see here).", + "hands": "2", + "damage": "1d8 B", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Fighting Stick", + "trait": "Backswing, Halfling, Nonlethal, Shove, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=168", + "summary": "This hard but flexible longsword-length piece of wood looks more like a pole than a weapon, but can be deadly in the right hands. While generally not used for combat outside of Song’o culture, some halflings have become so proficient as to make it just as effective as a blade in a fight. Many halflings will even sing to maintain a certain tempo and rhythm during combat. It deals 1d6 bludgeoning damage. A fighting stick is a martial one-handed melee weapon in the club weapon group", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Filcher's Fork", + "trait": "Agile, Backstabber, Deadly d6, Finesse, Halfling, Thrown 20 ft., Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=407", + "summary": "This halfling weapon looks like a long, two-pronged fork and is used as both a weapon and a cooking implement.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Final Rest", + "trait": "Magical, Necromancy", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1537", + "summary": "This +3 greater disrupting greater striking silver longsword is made from the purest silver. The blade is carefully etched to depict a vast and sprawling necropolis, a place where the dead are laid to rest. Whenever you critically hit an undead creature with final rest, the undead creature takes 3d6 persistent good damage, with a DC 36 Fortitude save.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Fire Lance", + "trait": "Fatal d10, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=190", + "summary": "This amazingly simple projectile weapon is nothing more than a metal tube packed with black powder and a stopper, attached to the sharpened head of a javelin. A loaded fire lance can be wielded as a normal spear, though it requires an Interact action to regrip the weapon and hold it properly when switching from one use to another. Fire lances are most commonly found in Tian Xia, though occasionally one makes its way all the way to Avistan, typically in the hands of a Tien mercenary or caravan guard.", + "hands": "2", + "damage": "1d6 P", + "range": "10 ft.", + "weapon_category": "Simple" + }, + { + "name": "Fire Poi", + "trait": "Agile, Backswing, Finesse, Twin, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=117", + "summary": "These special poi are made from a rare, light metal or from fire-retardant fibers and can be ignited before being wielded. Igniting a pair of fire poi is an Interact action and requires 1 pint of oil for every 10 minutes the poi remain ignited. While lit, fire poi cast dim light in a 10-foot radius; in combat, they deal 1d4 bludgeoning plus 1d4 fire damage. On a critical hit with a lit fire poi, the target takes 1 persistent fire damage. The fire can be extinguished using the Interact action. When unlit, the poi deal only the listed bludgeoning damage. Regardless of whether it is lit, the poi’s 1d4 bludgeoning damage is the weapon damage dice, so striking runes and other effects don’t affect the fire damage.", + "hands": "1", + "damage": "1d4 B + 1d4 F", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Firearm Ammunition (10 rounds)", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=211", + "summary": "Firearms require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the Alchemical Crafting skill feat to make them. Firearm rounds are a valid option for magical ammunition, just like arrows or bolts. Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items.", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Ammunition" + }, + { + "name": "Firearm Ammunition (5 rounds)", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=212", + "summary": "Firearms require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the Alchemical Crafting skill feat to make them. Firearm rounds are a valid option for magical ammunition, just like arrows or bolts. Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items.", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Ammunition" + }, + { + "name": "Firedrake", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=15", + "summary": "This alchemical black powder hybrid siege weapon uses a blast of black powder to spray alchemical fire from a long metal nozzle, often sculpted or painted with designs resembling a dragon's neck and head. The nozzle turns on a ratcheted, rotating disc with a reservoir in the center to hold a barrel full of combustible alchemical liquid, using black powder to propel the fire. This main structure is atop a wheeled cart to allow it to be easily moved. Unlike most mounted siege weapons, a firedrake is intended to be wheeled out into the thick of a skirmish rather than shooting from a distance.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Fishing Lure", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "", + "url": "/Weapons.aspx?ID=515", + "summary": "When a lure is attached to a combat fishing pole, it can be used to make thrown weapon attacks with a range increment of 20 feet, though the lure must then be reeled back in with an Interact action before the weapon can be used at range again (see the tethered trait). The ranged trip, tethered, thrown, and versatile P traits of the combat fishing pole only apply to thrown attacks made with a lure; throwing the pole itself leaves you with no practical way to retrieve it other than moving to its location and picking it up.", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Fist", + "trait": "Agile, Finesse, Nonlethal, Unarmed", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "", + "url": "/Weapons.aspx?ID=356", + "summary": " Nethys Note: no description was provided for this item ", + "hands": "1", + "damage": "1d4 B", + "range": "", + "weapon_category": "Unarmed" + }, + { + "name": "Fists of Divinity", + "trait": "Mounted, Unique", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=51", + "summary": "The Technic League has extracted many secrets from the Silver Mount, but one of the most impressive is a device simply known as the Fist of Divinity. Perhaps once used to move cargo or for some other esoteric purpose, the Fist functions as a relatively small mass driver that can propel an object at incredible and deadly speeds. The force of a fired item’s impact overrides any properties it might had, so crews tend to use easily accessible stones or other debris as ammunition. Like much of the League’s recovered tech, it’s impossible to say how much longer the Fist will work, or how many more times it can be used before it simply runs out of power.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Flail", + "trait": "Disarm, Sweep, Trip", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=374", + "summary": "This weapon consists of a wooden handle attached to a spiked ball or cylinder by a chain, rope, or strap of leather.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Flame Bellows", + "trait": "Alchemical, Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=52", + "summary": "A flame bellows turns the common alchemist’s fire into a spray of burning destruction. Consisting of a wheel or wagonmounted reservoir and bellows, and a long tube through which the substance is directed, it’s as simple as it is effective. Unfortunately, it’s also incredibly dangerous to operate, with volatile and highly flammable chemicals housed in delicate mechanisms, one mistake away from consuming the whole team and the bellows in a super-heated blaze. The bellows are intended to be wheeled into the thick of battle rather than fired from a distance. Flame bellows teams are known as marked men, with all but the luckiest ending their career as a pile of ash, the victims of their own weapon. Despite not being a black powder weapon, a flame bellows can misfire like one.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Flashblade", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3465", + "summary": "A sleek and impossibly lightweight blade attached to a haft scriven with lightning bolts make up this + 1 striking nodachi .", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Flashblade (Greater)", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3465", + "summary": "This is a +2 greater striking nodachi , and the activated reach increases to 20 feet.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Flashblade (Major)", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3465", + "summary": "This is a +3 greater striking nodachi , and the activated reach increases to 25 feet.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Flaying Knife", + "trait": "Magical, Necromancy, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=787", + "summary": "This long, thin +1 striking wounding dagger has a smooth edge on one side and a serrated edge on the other. Its persistent bleed damage comes from slicing away long strips of the target's flesh, and it deals 1d8 persistent bleed damage on a hit instead of 1d6. A creature takes a –2 status penalty to saving throws against diseases for as long as it has persistent bleed damage from this knife.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Fleshrender", + "trait": "Magical, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=3488", + "summary": "This +3 greater striking animated dawnsilver sawtooth saber has many serrated edges and gleams blinding white in bright light. If you're …", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Flingflenser", + "trait": "Backstabber, Fatal d10, Goblin, Scatter 5 ft., Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=208", + "summary": "A flingflenser is a goblin -designed weapon ending in an ovoid tube with a hatch and handle on the narrow end. A cluster of circular blades held …", + "hands": "2", + "damage": "1d6 S", + "range": "30 ft.", + "weapon_category": "Advanced" + }, + { + "name": "Flintlock Musket", + "trait": "Concussive, Fatal d10", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=521", + "summary": "The flintlock musket includes an external firing mechanism and an efficient and relatively compact frame. Though lacking the range and firing power of the arquebus, the flintlock musket is popular among civilians for its ease of use.", + "hands": "2", + "damage": "1d6 P", + "range": "70 ft.", + "weapon_category": "Simple" + }, + { + "name": "Flintlock Pistol", + "trait": "Concussive, Fatal d8", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=522", + "summary": "Though less accurate and powerful than a flintlock musket , the flintlock pistol is a preferred weapon of privateers thanks to its more compact size …", + "hands": "1", + "damage": "1d4 P", + "range": "40 ft.", + "weapon_category": "Simple" + }, + { + "name": "Flute Rocket", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=53", + "summary": "A design originating from Irrisen, the flute rocket marries the high angle of fire used by a mortar with a more refined rocket. This allows the superior range of the rocket and angle of fire to reach far behind walls and emplacements. Flute rocket crews set the weapon well behind their front line, often behind walls or even buildings, relying on a spotter to aid in calibrating the aim of the rockets without exposing the crew to return fire. Flute rockets are particularly effective at neutralizing opposing artillery, leveraging their range and angle of attack to take out cannons without fear of reprisal.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Flying Talon", + "trait": "Agile, Finesse, Kobold, Ranged Trip, Tethered, Thrown 10 ft., Trip, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=474", + "summary": "This weapon consists of a three-pronged barbed hook attached to a length of chain. It can be used in melee to stab foes or hurled at a range. Some kobolds are particularly fond of using flying talons, especially as a sort of badge of office above those who serve them.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Flyssa", + "trait": "Agile, Finesse, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=285", + "summary": "This single-edged blade has a guardless hilt. Often decorated with elaborate etchings, a flyssa is longer than most daggers but shorter than average for most swords, making it useful in close and pitched combat.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Forked Bipod", + "trait": "Agile, Deadly d6, Finesse", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=184", + "summary": "Developed by Alkenstar scouts who often don't have time to break down a tripod when beset by the chaotic mutant monsters of the Mana Wastes, this two-pronged stabbing weapon can be used as a bipod to stabilize a gun with potent kickback. A forked bipod can be deployed or retrieved for use as a melee weapon as an Interact action.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Four-Tiger Blade", + "trait": "Abjuration, Divine, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3163", + "summary": "When a once-in-a-lifetime alignment of the stars shone through the roof of a secluded blacksmith's forge, the smith took advantage to craft their masterpiece. For two hours, they hammered a lump of ordinary steel into a divine blade, etching constellations and wards down its length, then shared their creation's formula with a small group of close associates before passing away.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Four-Ways Dogslicer", + "trait": "Cold, Electricity, Fire, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3282", + "summary": "This +2 striking dogslicer is obviously the work of a brilliant but scrappy artisan who valued versatility over safety. Four toothy gems line the blade's cutting edge, three of which glow—one with fiery red light, one with a chill blue, and one that gives off sparks—while the last is a glistening black. Each of these gems embodies a weapon property rune, but only one rune can be active at a time.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Frost Fair Yanyuedao", + "trait": "Artifact, Cold, Magical, Unique", + "item_category": "Weapons", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3479", + "summary": "The Frost Fair Yanyuedao is a +2 greater striking yanyuedao (use statistics for glaive) once wielded by a legendary military general from Goka. This weapon was constructed from pieces harvested from a dragon’s body. When in an area of severe cold or colder, the Frost Fair Yanyuedao becomes a +3 major striking yanyuedao with a glowing blue cutting edge and the following ability.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Frying Pan", + "trait": "Fatal d8, Halfling", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=517", + "summary": "The cast-iron frying pan is an essential tool for adventuring halflings, gold panners, and remote tavern owners. Characters with the Halfling Weapon Familiarity ancestry feat are trained in the frying pan.", + "hands": "1", + "damage": "1d4 B", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Fulminating Spear", + "trait": "Evocation, Fire, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1087", + "summary": "This +1 striking returning spear is warm to the touch. The head of the spear is crafted from gold with ivory inlay and has a ruby set into the shaft. You can make the spear glow like a torch or suppress its light by using an action, which has the concentrate trait.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Fulmination Fang", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "2", + "url": "/Equipment.aspx?ID=3215", + "summary": "The stock and barrel of this +1 striking gun sword are lined with scales from a storm snake. Their insulating properties grant their wielder some protection against electricity.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Gada", + "trait": "Backswing, Two-Hand d12, Vanara", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=262", + "summary": "A large spherical head with a spike on top sits mounted to a long shaft.", + "hands": "1", + "damage": "1d8 B", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Gaff", + "trait": "Trip, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=530", + "summary": "These hooked staffs are popular among fishers and warriors alike.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Gakgung", + "trait": "Deadly d8, Monk, Propulsive", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=334", + "summary": "A gakgung is a type of composite reflex bow that combines speed and power in equal amounts for effective precision shooting.", + "hands": "1+", + "damage": "1d6 P", + "range": "100 ft.", + "weapon_category": "Martial" + }, + { + "name": "Gauntlet", + "trait": "Agile, Free-Hand", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=359", + "summary": "A pair of these metal gloves comes with full plate , half plate , and splint armor ; they can also be purchased separately and worn with other …", + "hands": "1", + "damage": "1d4 B", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Gauntlet Bow", + "trait": "Capacity 4, Free-Hand, Parry", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=538", + "summary": "The gauntlet bow is a heavy metal glove with a built-in crossbow and rotating chamber mechanism for easy reloading. A gauntlet bow can be used to make melee attacks like a standard gauntlet, and it retains any valid runes when used as such. You can't reload a gauntlet bow with the hand wielding it.", + "hands": "1", + "damage": "1d4 P", + "range": "60 ft.", + "weapon_category": "Martial" + }, + { + "name": "Gearblade", + "trait": "Clockwork, Invested, Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=896", + "summary": "Shaped like a blade made from spinning gears, this +2 greater striking weapon can catch enemy weapons and grind up foes. In order to function, the gearblade must be wound for 10 minutes once every 24 hours. During this process, you can reconfigure the weapon to transform into a bastard sword, greatsword, longsword, or shortsword. It then gains all the features of the chosen weapon except that its Bulk is always 2 and it gains the disarm weapon trait and the versatile B weapon trait (which replaces any other versatile trait the weapon might have). If you don't wind the gearblade, it becomes inert and has the statistics of a greatclub.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "General's Word", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3845", + "summary": "The mere act of wielding this heavy +2 greater striking thundering mace grants you a distinct air of authority and gravitas. While wielding the weapon, you can cast bullhorn as a 1st-rank cantrip at will.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Ghoul Stiletto", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1886", + "summary": "A ghoul stiletto is a +1 dagger wrapped in the still-undead skin of a ghoul. While you wield the dagger, you gain a +1 status bonus to all saves against curses and olfactory effects.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Giant Squid Lash", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3207", + "summary": "Three dried tentacles from a giant squid studded with pufferfish spines have been twisted together to form this robust +1 wounding whip. With a clever flick of the wrist, they can be unfurled into a deadly arc of poisonous barbs.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Gill Hook", + "trait": "Azarketi, Grapple, Reach, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=156", + "summary": "This spear has a specialized hook just before the tip that can catch on the gills of large fish. Azarketis primarily use this to hunt sharks, but it can also be used to hook flesh or armor. This weapon is common on the Isle of Kortos and within azarketi settlements.", + "hands": "2", + "damage": "1d10 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Glacial Zephyr", + "trait": "Alchemical, Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=54", + "summary": "Rumors say the design for the first glacial zephyr originated in the Darklands, where certain heat-leeching fungi and other alchemical reagents needed to power the device are easier to find. There are any number of subterranean societies that might have sponsored the development of the zephyr, but without anyone coming forward to claim it, rumors are all there are to go on. The device itself is actually quite simple. A glacial zephyr uses three bellows in tandem to push air cooled by an alchemical paste out in a wave from the central reservoir. The result is a controlled blast that damages enemy forces and emplacements, without the unpredictability of fire or indiscriminate nature of acid.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Gladius", + "trait": "Deadly D10, Uncommon, Versatile S", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=510", + "summary": "Similar to a shortsword , a gladius is designed to inflict deadly stabbing wounds while still being useful as a slashing weapon.", + "hands": "1", + "damage": "1d6 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Glaive", + "trait": "Deadly d8, Forceful, Reach", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=375", + "summary": "This polearm consists of a long, single-edged blade on the end of a 7-foot pole. It is extremely effective at delivering lethal cuts at a distance.", + "hands": "2", + "damage": "1d8 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Glaive of the Artist", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=567", + "summary": "This +2 holy greater striking glaive has a long, multi-tailed rainbow-colored banner affixed to the butt of the pole in the style of Shelyn’s religious symbol. While wielding the glaive, you gain a +2 item bonus on Crafting and Performance checks.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Gloaming Arc", + "trait": "Evocation, Magical, Shadow, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1716", + "summary": "This black +2 striking scimitar reflects light only along its edge, like a thin crescent moon. It grants a +1 item bonus to Stealth while you're holding it, increasing to a +2 item bonus if it has a +3 weapon potency rune.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Gloaming Shard", + "trait": "Conjuration, Magical, Shadow", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1058", + "summary": "The blade of this +2 striking returning dagger shines the color of twilight, with a triangular lattice design on the hilt. A thin string of darkness connects your shadow to that of the blade, even once it leaves your hand.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Gloom Blade", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2866", + "summary": "As black as coal, this blade grows more potent in darkness. While in bright light, it functions as a +1 shortsword and doesn't appear to radiate a magic aura to detect magic or similar spells unless the spells are 4th rank or higher.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Gluttonous Spear", + "trait": "Magical, Necromancy, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=788", + "summary": "The head of this +1 striking returning spear is wrapped in greasy hide, and its head resembles a thick, clawed finger. On a critical hit, the target is enfeebled 1 for 1 minute, and you gain 1d8 temporary Hit Points that last for 1 minute.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Gnome Amalgam Musket (Melee)", + "trait": "Backswing, Critical Fusion, Gnome, Trip, Uncommon, Versatile P, Combination", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=217", + "summary": "Rumored to be the result of a gnomish dare to make a variant of a hooked hammer that's even more intricate and complex, this weapon adds a musket …", + "hands": "2", + "damage": "1d8 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Gnome Amalgam Musket (Ranged)", + "trait": "Combination, Concussive, Fatal d10, Gnome, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=217", + "summary": "Rumored to be the result of a gnomish dare to make a variant of a hooked hammer that's even more intricate and complex, this weapon adds a musket …", + "hands": "2", + "damage": "1d6 P", + "range": "50 ft.", + "weapon_category": "Martial" + }, + { + "name": "Gnome Flickmace", + "trait": "Gnome, Reach, Sweep, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=421", + "summary": "More a flail than a mace, this weapon has a short handle attached to a length of chain with a ball at the end. The ball is propelled to its reach with the flick of the wrist, the momentum of which brings the ball back to the wielder after the strike.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Gnome Hooked Hammer", + "trait": "Gnome, Trip, Two-Hand 1d10, Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=408", + "summary": "This gnome tool and weapon features a hammer at one end and a curved pick on the other. It's such a strange and awkward weapon that others think …", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Godsbreath Bow", + "trait": "Evocation, Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1481", + "summary": "This +2 greater striking composite shortbow is made from wood, horn, and sinew. Once wielded by Ninshaburian heretics, it's carried in a leather case etched with images of Namzaruum in combat with Somnalu. On a successful Strike, it deals an additional 1d6 bludgeoning damage.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Golden Blade of Mzali", + "trait": "Evocation, Fire, Light, Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1449", + "summary": "Each of these golden spears was forged in the days of old Mzali, when the sun kings ruled the city. The majority of these weapons are lost, most likely buried with warriors in tombs and temples sealed by Walkena's decrees. Walkena retains a single golden blade, which he grants to his Master of Spears.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Grasp of Droskar", + "trait": "Cursed, Divination, Invested, Magical, Rare, Transmutation", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=1729", + "summary": "This +1 striking gauntlet appears little more than a dull, soot-stained, metal-plated glove at first glance, but in truth it is an invasive boon granted by Droskar to his most faithful subjects. Placing the glove on your hand causes excruciating pain as your appendage curls into a tight fist and then slowly transforms to a supernaturally hard ball of black stone, fusing to you and preventing you from using this hand for anything other than gauntlet Strikes or the grasp of Droskar's activated abilities (a grasp of Droskar does not have the free-hand weapon trait). The gauntlet can't be removed without a successful casting of remove curse or a similar spell. The gauntlet reverts to normal (and can be removed with ease) if the curse is removed, the hand is removed from the body, or the wearer dies.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Gravedigger's Call", + "trait": "Magical, Occult", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3846", + "summary": "This rusted shovel functions as a +2 striking decaying glaive when wielded as a weapon, but it more closely resembles a neglected tool. Its haft was carved from the trunk of a long-dead tree that once grew among the broken stones of an abandoned cemetery, and its blade was forged from shattered remnants of the armor that failed to protect those buried there. When you carry or wield a gravedigger’s call, you gain a +1 item bonus to Perception checks to Seek haunts and to skill checks to determine the reasons for a haunt or spirit’s existence.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Gray Prince", + "trait": "Evocation, Magical, Negative, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2553", + "summary": "While nothing created by the Ash Cult could be considered mass-produced, this +1 striking ruinous hand cannon is by far their most popular design. The sleek body and intricate carving work make it a favorite accessory of certain aristocrats. The carving isn't merely decorative, however. Rather than a traditional maker's mark, Ornmarr etches excerpts of unreadable text onto each creation, hoping that one day his weapons will sing to another as the silver crystal once sang to him.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Greataxe", + "trait": "Sweep", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=376", + "summary": "This large battle axe is too heavy to wield with only one hand. Many greataxes incorporate two blades, and they are often “bearded,” having a hook at the bottom to increase the strength of their chopping power.", + "hands": "2", + "damage": "1d12 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Greatclub", + "trait": "Backswing, Shove", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=377", + "summary": "While many greatclubs are intricately carved, others are little more than a sturdy tree branch. These massive clubs are too heavy to wield with only one hand.", + "hands": "2", + "damage": "1d10 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Greater Belkzen Deadsmasher", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3837", + "summary": "This +3 greater striking ghost touch greater vitalizing morningstar grants its wielder void resistance 10.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Greater Chainbreaker", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3839", + "summary": "This +2 striking pick ignores 10 points of Hardness when Striking restraints.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Greater Talonstrike Blade", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3859", + "summary": "This large +2 striking standard-grade silver bastard sword is the signature weapon of many veteran Eagle Knights. It’s easily recognized by its distinctively notched blade and the stylized wings adorning its cross guard. These blades are sometimes passed down from generation to generation.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Greatpick", + "trait": "Fatal 1d12", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=378", + "summary": "This pick has a longer handle and broader head than a regular pick. It is too heavy to wield in one hand.", + "hands": "2", + "damage": "1d10 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Greatsword", + "trait": "Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=379", + "summary": "This immense two-handed sword is nearly as tall as its wielder. Its lower blade is often somewhat dulled to allow it to be gripped for extra leverage in close-quarter fights.", + "hands": "2", + "damage": "1d12 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Griffon Cane", + "trait": "Backswing, Two-Hand d10", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=228", + "summary": "A griffon cane is named for the shape of its base, which features four small pronged supports splayed out in a manner similar to a griffon's talons. A griffon cane's splayed foot enables it to stand upright by itself. A griffon cane deals 1d6 bludgeoning damage, has the backswing and two-hand d10 traits, and is a martial melee weapon in the club weapon group.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Grisly Scythe", + "trait": "Magical, Necromancy, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1761", + "summary": "While this sinister-looking weapon isn't inherently evil, its unsettling appearance and powers particularly appeal to those who revel in causing pain. A grisly scythe has a twisted thorny haft and a blade that appears to be rusted, but it functions as a +1 striking wounding scythe.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Grounding Spike", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1874", + "summary": "Metal caps the bottom of this +1 striking thundering dancer's spear and its point gives off the faint smell of ozone. If you hit a target that has been struck by a polarizing mace within the last round, you deal additional electricity damage to the target equal to the number of grounding spike's damage dice. If you critically hit such a target, the creature is off-guard until the start of your next turn.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Growth Gun", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "2", + "url": "/Equipment.aspx?ID=1167", + "summary": "A growth gun is a +1 striking hand cannon made from the regenerative flesh of a hydra, troll, or other similar creature. It has an attached flesh sac that slowly replenishes one shot each round and can be loaded like a normal round of ammunition. It fires regenerating gobbets of flesh, bone, or teeth, determined by the damage type selected for its modular trait. A growth gun can be fired underwater, though it's still limited by the selected damage type as normal.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Guiding Star", + "trait": "Chaotic, Divine, Evocation, Good", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1059", + "summary": "This +1 striking returning starknife is made of dark blue metal overlaid with smoky flecks of fused quartz. When you Cast an evocation Spell, your next attack this turn with this starknife reduces the target's cover, changing greater cover to standard cover or ignoring standard and lesser cover.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Guisarme", + "trait": "Reach, Trip", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=380", + "summary": "This polearm bears a long, often one-sided, curved blade with a hook protruding from the blunt side of the blade, which can allow its wielder to trip opponents at a distance. Its shaft is usually 8 feet long.", + "hands": "2", + "damage": "1d10 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Gun Sword (Melee)", + "trait": "Critical Fusion, Uncommon, Versatile P, Combination", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=218", + "summary": "This weapon consists of a large sword with a powerful gun based on a harmona gun down the center. Vanguards and other characters who rely on Strength and Dexterity enjoy the power and flexibility of a gun sword.", + "hands": "2", + "damage": "1d8 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Gun Sword (Ranged)", + "trait": "Combination, Concussive, Kickback, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=218", + "summary": "This weapon consists of a large sword with a powerful gun based on a harmona gun down the center. Vanguards and other characters who rely on Strength and Dexterity enjoy the power and flexibility of a gun sword.", + "hands": "2", + "damage": "1d10 P", + "range": "30 ft.", + "weapon_category": "Martial" + }, + { + "name": "Gut-Ripper", + "trait": "Magical, Mythic, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3512", + "summary": "This +1 striking ogre hook causes its owner to dream of past murders conducted with the weapon. Gut-Ripper's mythic magic is tied to the bloodlust of the ogre boss who was holding it upon becoming mythic. If Gut-Ripper doesn't kill a creature each day by midnight, it becomes a non-magical ogre hook.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Habu's Cudgel", + "trait": "Magical, Necromancy, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1088", + "summary": "Long associated with a notorious crime boss in Nantambu, this stout +1 striking fearsome club is studded with vicious-looking knobs of obsidian and wrapped in cloth for a better grip. It emits a ghastly groan when swung.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Halberd", + "trait": "Reach, Versatile S", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=381", + "summary": "This polearm has a relatively short, 5-foot shaft. The business end is a long spike with an axe blade attached.", + "hands": "2", + "damage": "1d10 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Halfling Sling Staff", + "trait": "Halfling, Propulsive, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=438", + "summary": "This staff ends in a Y-shaped split that cradles a sling. The length of the staff provides excellent leverage when used two-handed to fling rocks or bullets from the sling.", + "hands": "2", + "damage": "1d10 B", + "range": "80 ft.", + "weapon_category": "Martial" + }, + { + "name": "Hammer Gun (Melee)", + "trait": "Critical Fusion, Shove, Uncommon, Combination", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=219", + "summary": "This weapon, favored by dwarves and those who like smashing and shooting, takes the form of a stoutly built gun designed similarly to an arquebus …", + "hands": "2", + "damage": "1d10 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Hammer Gun (Ranged)", + "trait": "Combination, Concussive, Fatal d10, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=219", + "summary": "This weapon, favored by dwarves and those who like smashing and shooting, takes the form of a stoutly built gun designed similarly to an arquebus …", + "hands": "2", + "damage": "1d6 P", + "range": "60 ft.", + "weapon_category": "Martial" + }, + { + "name": "Hand Adze", + "trait": "Agile, Finesse, Sweep, Thrown 10 ft., Tripkee", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=475", + "summary": "The adze’s smaller version is useful for delicate woodworking in cramped spaces. Tripkees use hand adzes for crafting and as close quarters weapons.", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Hand Cannon", + "trait": "Modular B, P, or S", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=523", + "summary": "Hand cannons are little more than a hardened tube with a handle and external ignition attached. A hand cannon can be used to fire almost anything that can be packed into its barrel. The wielder of a hand cannon can change the damage type granted by its modular trait as part of the same Interact action used to reload.", + "hands": "1", + "damage": "1d6 modular", + "range": "30 ft.", + "weapon_category": "Simple" + }, + { + "name": "Hand Crossbow", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=427", + "summary": "Sometimes referred to as an alley bow by rogues or ruffians, this small crossbow fires small bolts that are sometimes used to deliver poison to the target. It's small enough to be shot one-handed, but it still requires two hands to load.", + "hands": "1", + "damage": "1d6 P", + "range": "60 ft.", + "weapon_category": "Simple" + }, + { + "name": "Hardened Harrow Deck", + "trait": "Magical, Rare, Transmutation", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=837", + "summary": "The harrow is a traditional fortunetelling deck used by Varisian soothsayers. The hardened harrow deck is a magical version of the deck with cards made of thin metallic plates adorned with all the imagery common in standard harrow decks, but with more angular designs. You can hurl cards from the hardened harrow deck as +2 greater striking darts with the deadly d10 trait. A card used as a weapon isn't destroyed and can be recovered with 1 minute of searching if it can't be recalled back to the deck (see the deck's Activate entry below). However, if even a single card is missing from the deck, the deck can't be used to perform a traditional harrow reading.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Harmona Gun", + "trait": "Kickback, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=202", + "summary": "A favored weapon of monster hunters in Arcadia, the harmona gun is a large-bore long gun that fires a heavy, slow-moving round. The gun got its name due to the eerie similarity between the buzzing sound its oversized projectiles make flying through the air and the flight of a fey bird called a harmona.", + "hands": "2", + "damage": "1d10 B", + "range": "150 ft.", + "weapon_category": "Martial" + }, + { + "name": "Harpoon", + "trait": "Tethered, Thrown", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=336", + "summary": "Often used for hunting exceptionally large aquatic creatures, the harpoon is similar to a javelin but features a barbed head and rope tether so it (or the corpse it's attached to) can be easily retrieved.", + "hands": "2", + "damage": "1d8 P", + "range": "30 ft.", + "weapon_category": "Martial" + }, + { + "name": "Harpoon Cannon", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=24", + "summary": "Harpoon cannons fire bolts about 6 feet long that are attached to 200 feet of rope. Traditionally, they are used at sea to impale aquatic creatures, particularly giant squids, megalodons, and sea serpents. But these weapons can also be useful to tether land-based big game, especially those with the capability to burrow.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Hatchet", + "trait": "Agile, Sweep, Thrown  10 ft.", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=382", + "summary": "This small axe can be used in close combat or thrown.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Heartripper Blade", + "trait": "Magical, Necromancy, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1730", + "summary": "This wicked-looking curved weapon is a +1 striking dagger that draws power from defeating foes, either to bolster itself or its wielder. A heartripper blade is well suited for use in any ritual that involves divination, and incorporating it into any ritual with the divination trait grants the wielder a +1 item bonus on any check made to resolve the effects of the ritual's casting.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Heavenly Rolling Flames", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3466", + "summary": "This set of +2 greater striking flaming feng huo lun is warm to the touch and wreathed in the bright red and orange glow of a constantly flickering flame. While wielded, you gain cold resistance 2, and you treat the effects of environmental cold as one degree lower. Heavenly rolling flames can be Activated only if you wield two of them, and Activating them counts against the frequency for both weapons.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Heavy Ballista", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=7", + "summary": "Capable of launching bolts the size of fully grown trees, a heavy ballista is best suited to smashing down castle gates, walls, or similar fortifications.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Heavy Bombard", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=17", + "summary": "A heavy bombard looks like little more than a large metal cylinder, resembling the barrel of a firearm so large that it's immobile. The sheer size of the weapon allows it to strike far and hard.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Heavy Crossbow", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=428", + "summary": "This large crossbow is harder to load and more substantial than a regular crossbow, but it packs a greater punch.", + "hands": "2", + "damage": "1d10 P", + "range": "120 ft.", + "weapon_category": "Simple" + }, + { + "name": "Hell's Judgement", + "trait": "Fire, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3847", + "summary": "These massive +2 flaming greater striking guisarmes are bestowed only upon the most loyal and renowned Hellknight paravicars, especially those who have distinguished themselves in the service of the strict laws of the organization.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Hex Blaster", + "trait": "Curse, Emotion, Enchantment, Fear, Magical, Mental, Occult, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1597", + "summary": "This +2 striking fearsome arquebus is composed of warped and twisted wood engraved with eerie runes. When the weapon fires, the blast sometimes sounds like the cackling of a diabolical witch.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Hongali Hornbow", + "trait": "Deadly d6, Propulsive, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=238", + "summary": "These immense bows are traditionally made from the horns of great beasts, though modern residents of Hongal, the northernmost nation in Tian Xia, often use composite materials or even small trees as the weapon's base. While Hongali hornbows have a shorter range than other bows, they make up for it by focusing the power of the longbow at a short distance and can be used from horseback—perfect for the skirmishing fighting style of mounted Hongali troops. While it's difficult for those in Avistan to get their hands on these Hongali weapons, a small warband of beast-riding orcs from the Hold of Belkzen managed to arm themselves with Hongali hornbows and cut a bloody swathe through adventurers and neighboring militaries alike for several years before they were finally defeated via a desperate ambush. The stories of that warband spread, causing Avistani adventurers with little knowledge of Tian Xia to associate the bows with orcs.", + "hands": "1+", + "damage": "1d8 P", + "range": "40 ft.", + "weapon_category": "Advanced" + }, + { + "name": "Hook Sword", + "trait": "Disarm, Monk, Parry, Trip, Twin, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=287", + "summary": "This long sword has a hook near the tip, making it easy to snag an opponent or their weapons.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Horsechopper", + "trait": "Goblin, Reach, Trip, Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=409", + "summary": "Created by goblins to battle horses, this weapon is essentially a long shaft ending in a blade with a large hook.", + "hands": "2", + "damage": "1d8 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Horselord's Longbow", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3848", + "summary": "These +1 striking longbows, usually decorated with intricate animal carvings and hawk feathers, are a favored weapon among the mounted warriors of the Shriikirri-Quah clan in north-central Varisia, although Shoanti travel widely enough that they find frequent use by cavalries of other nations and cultures as well. While you are mounted, Strikes with this bow gain a +2 circumstance bonus to damage against unmounted creatures who are smaller than your mount.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Howler Pistol", + "trait": "Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "1", + "url": "/Equipment.aspx?ID=3216", + "summary": "Designed by a gunsmith as a personal challenge, a howler pistol strikes a miniature version of the sonic horn siege weapon’s resonating orb with its hammer to generate beams of sonic energy. A howler pistol is a +1 striking dragon mouth pistol that deals sonic damage instead of piercing damage and doesn’t have the concussive trait.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Hundred-Moth Caress", + "trait": "Divine, Necromancy, Negative", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1061", + "summary": "The handles of this +1 striking scythe are made from a dull, gray wood of bone-like consistency, and when you slice with it, a fluttering gust of hundreds of moths' wingbeats fills the air. If you're a devotee of Urgathoa, you can use this scythe as a divine focus, and with every Strike, it exudes a pallid cloud of powdery dust.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Hunter's Anthem", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=2867", + "summary": "This +2 striking longbow is carefully handcrafted from a length of flexible green-tinted wood, etched in a variety of runic symbols, and strung with a dawnsilver bowstring. When you shoot the bow in rapid succession, the echoing chords generated by the bowstring form a haunting dirge that evokes the inevitable end of all things. If you have the Hunt Prey class feature, the weapon gains the thundering rune on Strikes against your prey.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Hunter's Bow", + "trait": "Evocation, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=907", + "summary": "Stealthy hunters and rogues can use this +1 magic shortbow to attack from hiding. If you use this bow to Strike a target that can't see you and you get a critical hit, the target takes an extra 1d6 damage (this is in addition to sneak attack damage if you're a rogue).", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Hwacha", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=18", + "summary": "Rather than a shoot a single, large projectile like a boulder, the hwacha fires dozens of rocket-propelled arrows at once. The frame of the hwacha holds 100 tubes, each loaded with an arrow or a small bundle of arrows wrapped with a small amount of black powder and attached to a fuse. By lighting a master fuse, you can make all of the arrows fire in rapid succession.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Hydrocannon", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "1", + "url": "/Equipment.aspx?ID=3217", + "summary": "This +1 striking hand cannon is crafted by wrapping the water-producing organ cluster of a grodair around its barrel, eliminating the need for ammunition, though the living tissue must be maintained with 1 sp of specialized nutrient feed each day. If not, its misfire check is DC 10. If you fail this misfire check, the organ bursts, dealing an amount of bludgeoning damage equal to double the number of weapon damage dice to you and rendering the hydrocannon broken.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Hyldarf's Fang", + "trait": "Evocation, Fire, Magical, Poison, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1181", + "summary": "This +2 greater striking hand cannon is carved and crafted from a single large fang, worn with age and cracked with red lines. The tip of the fang has been filed down, but still leaks black fluid occasionally. It was fashioned from the tooth of the tor linnorm Hyldarf by a half-Ulfen gunsmith from Tian Xia who sought the title of linnorm king. Though the smith failed to slay the linnorm, he did claim the mighty dragon's tooth and fashion it into a magic firearm that still drips warm venom. Hyldarf survived the encounter with her attacker and slew the gunsmith years later, though by then the smith had already bequeathed the weapon to his chosen heir and it was far out of her grasp. The linnorm still searches for her missing tooth, portending potential doom for the weapon's owner.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Icicle", + "trait": "Cold, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=2868", + "summary": "This +2 greater striking greater frost longspear appears to be a single continuous icicle stretching over 6 feet long. The icicle automatically extinguishes non-magical fires in a 20-foot emanation. While wielding it, you gain fire resistance 5.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Infiltrator's Accessory", + "trait": "Illusion, Magical", + "item_category": "Weapons", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3283", + "summary": "This elegant +1 striking sword cane serves equally well as both a fashionable accessory and a hidden weapon suitable for high-society events where weapons aren't typically permitted.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Injection Spear", + "trait": "Injection, Reach, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=170", + "summary": "A hollow receptacle inside this spear's head can store a single dose of poison. A sliding trigger along the spear's shaft can inject the loaded poison into a damaged target.", + "hands": "2", + "damage": "1d8 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Inubrix Weapon (High-Grade)", + "trait": "Rare", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=1418", + "summary": "While inubrix weapons don't pack the same punch as more durable weapons, they have the unique ability to bypass some of the protections offered by metal armors and shields. A weapon crafted from inubrix reduces the weapon's damage die by 1 size. However, they ignore the resistance to damage from metal armor's armor specialization effects and the circumstance bonus to AC from metal shields. Strikes with inubrix weapons don't trigger the Shield Block reaction from a metal shield. Weapons that normally deal 1d4 damage can't be crafted from inubrix.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Inubrix Weapon (Standard-Grade)", + "trait": "Rare", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=1418", + "summary": "While inubrix weapons don't pack the same punch as more durable weapons, they have the unique ability to bypass some of the protections offered by metal armors and shields. A weapon crafted from inubrix reduces the weapon's damage die by 1 size. However, they ignore the resistance to damage from metal armor's armor specialization effects and the circumstance bonus to AC from metal shields. Strikes with inubrix weapons don't trigger the Shield Block reaction from a metal shield. Weapons that normally deal 1d4 damage can't be crafted from inubrix.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Iris of the Sky", + "trait": "Evocation, Magical, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1182", + "summary": "This +1 striking jezail is built from white hot metal and has a ruby fused into the palm wood stock. When the iris of the sky misfires, you take 5 persistent fire damage.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Javelin", + "trait": "Thrown", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=429", + "summary": "This thin spear is well balanced for throwing but is not designed for melee use.", + "hands": "1", + "damage": "1d6 P", + "range": "30 ft.", + "weapon_category": "Simple" + }, + { + "name": "Jezail", + "trait": "Concussive, Fatal Aim d12, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=203", + "summary": "Jezails are simple, efficient long guns developed in Casmaron that typically feature a custom stock and a flintlock firing mechanism. Though lacking the range and stopping power of an arquebus or the raw force of a harmona gun, the jezail is an elegant, well-balanced weapon suitable for a variety of combat situations. It's even possible to tuck it under one arm to fire a less accurate attack that uses only one hand.", + "hands": "1", + "damage": "1d8 P", + "range": "90 ft.", + "weapon_category": "Martial" + }, + { + "name": "Jian of Life's Duality", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3467", + "summary": "This +2 greater striking longsword sports no extravagant characteristics save for a blade of pure, unblemished ivory and a hilt of unmarred obsidian. It takes on the propensity of its user, turning whiter or darker based on their actions.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Jistkan Colossus Crusher", + "trait": "Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3849", + "summary": "This +2 greater striking maul is a marvel of magical and mechanical engineering, designed thousands of years ago by the mages of the Jistka Imperium for the express purpose of disabling any of the Imperium’s countless magical constructs and automatons that might turn against their creators. When you damage a construct with a Strike from the Jistkan colossus crusher, you deal an additional 1d6 persistent force damage. Additionally, whenever you critically hit a construct with this weapon, the Jistkan colossus crusher briefly disrupts the magical energy signature animating the construct; it must succeed a DC 35 Fortitude save or become stunned 1.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Jistkan Horn", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=55", + "summary": "Crafted by the Jistka Imperium in the height of their power, the Jistkan horn resembles a metal cornucopia attached to a wheeled wooden frame. A large circular gong hangs from a series of wires inside the horn. Behind the gong is a small reservoir that holds the blasting stone, loaded via a tube connected to the top of the casing. Once loaded, the blasting stone is activated by a ramming rod, and its effects are amplified by the gong and surrounding metal. A shock wave emanates from the horn’s mouth, an attack that was particularly effective in the sands of northern Garund’s deserts.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Jistkan War Crossbow", + "trait": "Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3850", + "summary": "These +3 greater striking grievous arbalests are a fantastically intricate creation of the ancient Jistka Imperium, seamlessly weaving together mechanical ingenuity and powerful magic to create one of the deadliest projectile weapons ever devised by human hands.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Jiu Huan Dao", + "trait": "Sweep, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=288", + "summary": "This sword has a broad blade, along which are threaded nine heavy metal rings, leading some to call it the nine-ring sword. The rings add weight to the weapon for broad swings and clash together to make noise.", + "hands": "1", + "damage": "1d8 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Jorngarl's Harm", + "trait": "Occult, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=3773", + "summary": "This oversized greataxe, infamous for the chilling laughter it emits whenever it takes a life, was crafted by the frost giant sorcerer Jorngarl from the final blade named Toothy Morris after it was stolen in an attack on a Gray Gardener convoy. It functions as a +3 major striking vorpal greataxe that retains the unique properties of a final blade, trapping the souls of any it slays and preventing them from being returned to life by any means short of divine intervention, even a wish ritual or similar magic.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Juggling Club", + "trait": "Agile, Nonlethal, Thrown 20 ft., Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=111", + "summary": "A juggling club is lighter than a typical club and balanced to be easily caught and thrown again by a juggler. While a juggling club deals less damage, the extra throwing distance its light weight allows is important for Juggling.", + "hands": "1", + "damage": "1d4 B", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Kaldemash's Lament", + "trait": "Arcane, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1890", + "summary": "Resembling little more than a simple iron pipe with a handle, Kaldemash's Lament is one of the most well-known star guns in all of Arcadia. Legends state the Crowned Regent Kaldemash helped forge one of the first star guns millennia ago. While the star gun served Kaldemash as a powerful weapon, its most notable achievement was the accidental killing of one of Kaldemash's greatest friends. This death is what caused the regent to recognize the true destructive power of the star guns and led to him developing the Star Code, a set of rules of engagement and proper use of firearms still in use in Arcadia today. Although Kaldemash never named the weapon himself, all legends that mention the weapon refer to it as Kaldemash's Lament.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Kalis", + "trait": "Deadly d8, Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=263", + "summary": "A larger version of the asymmetrical, wavy-bladed kris, this double-edged sword is effective at creating grievous injuries.", + "hands": "1", + "damage": "1d8 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Kama", + "trait": "Agile, Monk, Trip, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=410", + "summary": "Similar to a sickle and used in some regions to reap grain, a kama has a short, slightly curved blade and a wooden handle.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Karambit", + "trait": "Agile, Fatal d8, Finesse, Uncommon, Versatile S", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=289", + "summary": "This small, curved blade resembles a tiger's claw and is capable of delivering deep wounds.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Katana", + "trait": "Deadly d8, Two-Hand 1d10, Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=411", + "summary": "A katana is a curved, single-edged sword known for its wickedly sharped blade.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Katar", + "trait": "Agile, Deadly d6, Monk, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=369", + "summary": "Also known as punching daggers, katars are characterized by their H-shaped hand grip that allows the blade to jut out from the knuckles.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Keep Stone Weapon (High-Grade)", + "trait": "Rare", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2572", + "summary": "As a material with defensive properties, keep stone isn't particularly prized for weapons, but it does offer a particular niche. When used with abilities that allow you to use a Strike to counteract spells or magical effects, such as the Sunder Spell feat, the counteract check gains a +2 circumstance bonus. If the counteract check is tied to the Strike's result, add the bonus when calculating your counteract result, but not to the attack roll. Keep stone is treated as adamantine for the purpose of overcoming resistances.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Kestros", + "trait": "Concussive, Propulsive, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=513", + "summary": "The kestros is a type of sling that fires special ammunition with wing-shaped fins and a pointed end. The thongs of the sling are of uneven length, …", + "hands": "1", + "damage": "1d6 P", + "range": "40 ft.", + "weapon_category": "Martial" + }, + { + "name": "Khakkhara", + "trait": "Monk, Shove, Two-Hand d10, Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=412", + "summary": "This staff is topped by a pointed metal circle from which hang several smaller rings that jingle and clang noisily as the staff is moved, allowing you to announce your presence and scare off wild animals as you walk.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Khopesh", + "trait": "Trip, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=476", + "summary": "This curved sickle sword has a pointed tip, allowing it to be swung in wide arcs or thrust vertically around enemy defenses. The tip of a khopesh is hooked and can be used to trip an opponent.", + "hands": "1", + "damage": "1d8 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Kickback Spring", + "trait": "Magical, Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=25", + "summary": "A smaller version of the kickback spring was first deployed as a deterrent to keep crops safe from nuisance foragers like moose. These larger versions often line walls or other defensive points, providing a final layer of protection before a large creature would breach such areas. The kickback spring fires a compressed disk of rapidly expanding air at creatures, attempting to push them back and provide defenders a moment to regroup.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Kinetic Club", + "trait": "Earth, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3660", + "summary": "Embedded along the length of this +1 striking greatclub are the teeth and scales of a zetogeki, a giant lizard that can absorb and then release bursts of kinetic energy. The more momentum a wielder builds up while swinging the weapon, the more forceful the impact when it finally makes contact.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Kithrender", + "trait": "Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3851", + "summary": "The head of this heavily notched +2 greater striking fearsome greataxe is crudely inscribed with the face of a hideous fiend, its fangs bared in a twisted leer. The name of the fiend has been lost to history, but legends say it took a particular delight in turning the bonds between mortal beings against them, and that it created these weapons for its mortal acolytes so that they might carry on its cruel work.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Knight Captain's Lance", + "trait": "Divine, Enchantment, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1573", + "summary": "The appearance of this beautifully crafted +2 disrupting greater striking lance changes to match the armor of its wielder. It has a cloth flag attached behind the lance point that displays whatever heraldry the wielder wishes. If a cavalier with the Cavalier's Banner feat takes the knight captain's lance, it instead automatically displays the banner of their pledge.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Knuckle Duster", + "trait": "Agile, Free-Hand, Monk", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=185", + "summary": "This bit of hardened metal, favored by street toughs, is typically made of brass and features four finger holes so that it can sit atop the knuckles, adding extra power to a punch.", + "hands": "1", + "damage": "1d4 B", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Kris", + "trait": "Agile, Deadly d8, Finesse", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=264", + "summary": "This blade features multiple curves in a serpentine pattern set on a wide, asymmetrical base, its hilt and sheath often intricately decorated.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Kukri", + "trait": "Agile, Finesse, Trip, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=413", + "summary": "The blade of this foot-long knife curves inward and lacks a cross guard at the hilt.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Kusarigama", + "trait": "Disarm, Monk, Reach, Trip, Uncommon, Versatile B", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=291", + "summary": "This impressive but demanding weapon consists of a weight attached to a kama via a length of chain, which aids with disarming an opponent or attacking from a distance.", + "hands": "2", + "damage": "1d8 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Lady's Knife", + "trait": "Conjuration, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1437", + "summary": "This +1 striking returning dagger has an elaborate, gemmed handle and can be worn strapped to the inside of a wrist or tucked within a decorative bodice. Despite the name, which stems from the dagger's historical basis in Oppara as a lady's favor, this dagger is common among wielders of all genders and has become quite fashionable in Absalom of late, with most nobles who carry them matching their evening finery to the gems on the hilt.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Lady's Spiral", + "trait": "Magical, Necromancy, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1539", + "summary": "This +1 disrupting striking whip has a single strip of anointed leather wrapped around its hilt in a spiral pattern. The handle of the whip ends in an oak spike that has been sanctified with ashes from Pharasma's Boneyard. If the spike is used to stake a vampire that's vulnerable to being staked, the vampire is immediately destroyed, without having to sever its head and anoint it with holy water. If the whip is buried with a creature, that creature can't rise as an undead as long as the whip remains by its side.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Lance", + "trait": "Deadly d8, Jousting 1d6, Reach", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=383", + "summary": "This spear-like weapon is used by a mounted creature to deal a great deal of damage.", + "hands": "2", + "damage": "1d8 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Lance of Sun's Radiance", + "trait": "Light, Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3600", + "summary": "Crafted for a long-forgotten knight to slay Avathrael Realmshaper, this +2 striking dragon bane lance is crafted from gleaming steel with a golden silk banner depicting a radiant sun. When in a location of dim light or darkness, the lance of sun’s radiance sheds bright light in a 60-foot radius, and dim light for a further 60 feet.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Lancer (Melee)", + "trait": "Critical Fusion, Reach, Combination, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=346", + "summary": "This lance has a heavy grip with two parallel crossbow fixtures built into it, making it a useful weapon for combats who prefer to keep their distance at all times.", + "hands": "2", + "damage": "1d6 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Lancer (Ranged)", + "trait": "Capacity 2, Combination, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=346", + "summary": "This lance has a heavy grip with two parallel crossbow fixtures built into it, making it a useful weapon for combats who prefer to keep their distance at all times.", + "hands": "2", + "damage": "1d8 P", + "range": "60 ft.", + "weapon_category": "Martial" + }, + { + "name": "Lashtail", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=26", + "summary": "The lashtail is named after the segmented chain that the weapon sweeps in a horizontal arc. The chain links are thick and flat, which look somewhat like scales, and linked together to resemble a great dragon’s tail. The chain is stretched against a spring-backed launcher. When released, the lashtail swings the chain outward, typically aimed to take down stampeding animals approaching on foot.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Last Hope", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3853", + "summary": "These +2 greater striking vitalizing longswords are granted as special commendations to Knights of Lastwall who perform acts of exceptional heroism or strike decisive blows against the forces of the Whispering Tyrant.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Leiomano", + "trait": "Fatal d10, Uncommon, Versatile S", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=292", + "summary": "This thick club is inset with sharp teeth, typically from a shark, that easily tear flesh. It's the preferred weapon of many Minatan warriors.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Leydroth Spellbreaker", + "trait": "Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "2", + "url": "/Equipment.aspx?ID=3218", + "summary": "The larynx of a leydroth, a dangerous creature whose roar can unravel magic, is integrated into the firing mechanism of this +3 greater striking blunderbuss.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Liar's Gun", + "trait": "Cobbled, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1173", + "summary": "This dubious weapon gets its name from the fact that it's typically crafted with multiple false barrels so that it's more difficult for enemies to predict the weapon's angle of fire from the four working barrels. Most of the time, this gun functions as a +1 striking pepperbox with capacity 4 instead of capacity 3, albeit one with a complicated loading mechanism involving rotating the barrels. In a pinch though, all four of the real barrels can be fired simultaneously.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Life's Last Breath", + "trait": "Evil, Magical, Necromancy, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=659", + "summary": "The twin serrated blades of this legendary rhoka sword are dull black and constantly drip with blood. Life's Last Breath is said to have been forged centuries ago for an unknown urdefhan general and has since fallen into the hands of countless other powerful urdefhan warlords.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Light Hammer", + "trait": "Agile, Thrown 20 ft.", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=384", + "summary": "This smaller version of the warhammer has a wooden or metal shaft ending in a metal head. Unlike its heavier cousin, it is light enough to throw.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Light Mace", + "trait": "Agile, Finesse, Shove", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=360", + "summary": "A light mace has a short wooden or metal shaft ending with a dense metal head. Used much like a club, it delivers heavy bludgeoning blows, but with extra power derived from the head's metal ridges or spikes.", + "hands": "1", + "damage": "1d4 B", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Light Mortar", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=36", + "summary": " Nethys Note: The AC, Fortitude, Reflex, HP and BT statistics for this item are located in the Light Mortar Innovation . This item does not have a …", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Light Pick", + "trait": "Agile, Fatal 1d8", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=385", + "summary": "A light pick is a modified mining implement with a wooden shaft ending in a pick head crafted more to pierce armor and flesh than chip rocks.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Lion Scythe", + "trait": "Agile, Finesse, Trip, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=533", + "summary": "A lion scythe resembles a common sickle but is specially weighted to allow for greater power when attacking.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Lionfish Spear", + "trait": "Magical, Water", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2629", + "summary": "Colorful stripes and trailing ribbons give this +2 striking underwater wounding spear an appearance like a poisonous lionfish. While holding the spear, you gain a +2 item bonus to Athletic checks to swim.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Lionfish Spear (Greater)", + "trait": "Magical, Water", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2629", + "summary": "Colorful stripes and trailing ribbons give this +2 striking underwater wounding spear an appearance like a poisonous lionfish. While holding the spear, you gain a +2 item bonus to Athletic checks to swim.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Little Love", + "trait": "Magical, Rare, Transmutation", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1483", + "summary": "This steel +1 dagger is chipped and worn but no less deadly for its much-used appearance. When you critically succeed at an attack roll with Little Love, you can activate the dagger to spring away from your foes.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Liuyedao", + "trait": "Agile, Deadly d4, Finesse, Sweep, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=491", + "summary": "The liuyedao, or willow-leaf saber, is a common, one-handed military saber with a moderately curved blade designed for slashing and chopping attacks.", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Long Air Repeater", + "trait": "Kickback, Repeating, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=194", + "summary": "Like the one-handed air repeater , this thin-barreled firearm uses a container of pressurized air instead of black powder to propel small metal …", + "hands": "2", + "damage": "1d4 P", + "range": "60 ft.", + "weapon_category": "Simple" + }, + { + "name": "Long Hammer", + "trait": "Brace, Dwarf, Reach, Trip, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=293", + "summary": "The long hammer features a pronged hammer head designed for damaging knees and ankles, counterbalanced by a stout spike and affixed to a reinforced shaft between 5 and 7 feet long.", + "hands": "2", + "damage": "1d8 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Longbow", + "trait": "Deadly d10, Volley 30 ft.", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=436", + "summary": "Favored Weapon Breath Of The Endless Sky, Cernunnos, Eiseth, Elion, Erastil, General Susumu, Hshurha, Isph-Aun-Vuln, Jukha, Ketephys, Phlegyas, Skode, Sky Keepers, Sovyrian Conclave, Ylimancha", + "hands": "1+", + "damage": "1d8 P", + "range": "100 ft.", + "weapon_category": "Martial" + }, + { + "name": "Longspear", + "trait": "Reach", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=361", + "summary": "This very long spear, sometimes called a pike, is purely for thrusting rather than throwing. Used by many soldiers and city watch for crowd control and defense against charging enemies, it must be wielded with two hands.", + "hands": "2", + "damage": "1d8 P", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Longsword", + "trait": "Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=386", + "summary": "Longswords can be one-edged or two-edged swords. Their blades are heavy and they're between 3 and 4 feet in length.", + "hands": "1", + "damage": "1d8 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Luck Blade", + "trait": "Divination, Fortune, Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=390", + "summary": "Luck and good fortune bless the wielder of this +3 greater striking shortsword. Luck blades are crafted in a variety of styles, but their hilts or blades always incorporate symbols of luck, such as clovers, horseshoes, fish, ladybugs, or other symbols.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Luck Blade (Wishing)", + "trait": "Divination, Fortune, Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=390", + "summary": "Luck and good fortune bless the wielder of this +3 greater striking shortsword. Luck blades are crafted in a variety of styles, but their hilts or blades always incorporate symbols of luck, such as clovers, horseshoes, fish, ladybugs, or other symbols.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Lumber Lord's Axe", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3164", + "summary": "This unassuming tool wouldn't look out of place on the belt of an industrious laborer. Grooves worn into the wooden handle over years of use and an irregularly sharpened blade give it the distinct impression of being cherished, and the potent scent of freshly chopped wood always clings to the axe's blade despite any attempt to clean it or remove the odor. A creature that holds or carries this +2 striking cold iron fungus and plant bane battle axe feels an obligation to tell the truth and receives a –4 status penalty to its attempts to Lie.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Mace", + "trait": "Shove", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=362", + "summary": "With a stout haft and a heavy metal head, a mace is sturdy and allows its wielder to deliver powerful blows and dent armor.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Mace Multipistol (Melee)", + "trait": "Critical Fusion, Finesse, Shove, Uncommon, Combination", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=220", + "summary": "At first glance this weapon looks like nothing more than an iron-bound club. But the top of the weapon features a latch that opens to reveal three rotating pistol muzzles concealed in the mace's head that can be fired and rotated using triggers built into the weapon's haft.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Mace Multipistol (Ranged)", + "trait": "Capacity 3, Combination, Concussive, Fatal d8, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=220", + "summary": "At first glance this weapon looks like nothing more than an iron-bound club. But the top of the weapon features a latch that opens to reveal three rotating pistol muzzles concealed in the mace's head that can be fired and rotated using triggers built into the weapon's haft.", + "hands": "1", + "damage": "1d4 P", + "range": "20 ft.", + "weapon_category": "Martial" + }, + { + "name": "Machete", + "trait": "Deadly d8, Sweep", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=516", + "summary": "This medium-length sword has a wide blade and long grip. Though it is typically used to hack through heavy foliage, the machete can also be used as a deadly weapon.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Macuahuitl", + "trait": "Backswing, Tearing, Uncommon, Versatile B", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=511", + "summary": "This wooden club is embedded with razorsharp blades, typically made of obsidian. The blades are inserted vertically around two sides of the weapon, leaving a central bludgeoning surface available for bashing.", + "hands": "2", + "damage": "1d8 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Magazine (Air Repeater)", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "", + "url": "/Weapons.aspx?ID=209", + "summary": "A typical air repeater magazine holds 6 pellets.", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Ammunition" + }, + { + "name": "Magazine (Long Air Repeater)", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "", + "url": "/Weapons.aspx?ID=210", + "summary": "A typical long air repeater magazine holds 8 pellets.", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Ammunition" + }, + { + "name": "Mageslayer", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3854", + "summary": "This roughly forged +1 striking scimitar is a favorite instrument of battlefield operatives seeking to weaken an enemy’s forces by strategically eliminating their magical support. A mageslayer deals an additional 1d6 spirit damage to any creature it Strikes that’s capable of casting spells from the arcane tradition. When wearing or wielding a mageslayer, you gain resistance 5 to damage from spells from the arcane tradition.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Magic Weapon (+1 Striking)", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Basic Magic Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2861", + "summary": "A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a striking rune increases the weapon's number of weapon damage dice.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Magic Weapon (+1)", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Basic Magic Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2861", + "summary": "A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a striking rune increases the weapon's number of weapon damage dice.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Magic Weapon (+2 Greater Striking)", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Basic Magic Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2861", + "summary": "A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a striking rune increases the weapon's number of weapon damage dice.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Magic Weapon (+2 Striking)", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Basic Magic Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2861", + "summary": "A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a striking rune increases the weapon's number of weapon damage dice.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Magic Weapon (+3 Greater Striking)", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Basic Magic Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2861", + "summary": "A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a striking rune increases the weapon's number of weapon damage dice.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Magic Weapon (+3 Major Striking)", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Basic Magic Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2861", + "summary": "A magic weapon is a weapon etched with only fundamental runes. A weapon potency rune gives an item bonus to attack rolls with the weapon, and a striking rune increases the weapon's number of weapon damage dice.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Main-gauche", + "trait": "Agile, Disarm, Finesse, Parry, Versatile S", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=387", + "summary": "This parrying dagger features a robust guard to protect the wielder's hand.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Mambele", + "trait": "Deadly d8, Disarm, Thrown 20 ft., Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=477", + "summary": "Also known as a hunga munga or danisco, this knife-axe hybrid consists of a hilt and blade that curves backward toward the wielder. The blade’s curve is such that, after a mambele has struck a victim, more damage is dealt as the weapon is extracted from the victim’s body.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Mammoth Bow", + "trait": "Evocation, Magical, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "4", + "url": "/Equipment.aspx?ID=1531", + "summary": "This heavy, 12-foot-tall +2 striking composite longbow is fashioned from mammoth tusks lashed together. Due to its great size, you can attack with the Mammoth Bow only if you're Large or larger. The Mammoth Bow deals 2d6 additional piercing damage because of its incredible, magically enhanced draw power. Additionally, the Mammoth Bow has a 180-foot range increment instead of a 100-foot range increment, but its volley range increases from 30 feet to 50 feet.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Man-Feller", + "trait": "Divination, Magical, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1732", + "summary": "This impressive-looking weapon is forged from a single piece of cold iron. Man-Feller is a +1 striking cold iron battle axe that strikes particularly painful wounds into the flesh of humans it hews. The battle axe deals an additional 1d6 slashing damage to any human it wounds. This benefit doesn't apply against humans disguised as other creatures. It's up to GM discretion whether this effect applies against such a disguised human.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Marking Powder Cannon", + "trait": "Light, Magical, Mounted, Rare", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=27", + "summary": "The fine spray dispersed by a marking powder cannon outlines beasts that evade sight. This weapon was developed against creatures that use brush to hide their approach, but its application has spread to include underwater creatures and nighttime predators. The spray is an oil that shimmers orange, making it an excellent camouflage breaker. It is also used to mark targets, if multiple creatures are expected to approach simultaneously.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Mattock of the Titans", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "16", + "url": "/Equipment.aspx?ID=391", + "summary": "This 15-foot-long adamantine digging tool is far too big for even a Large creature to wield, though if you’re a Small or larger creature, you can wield it while wearing a belt of giant strength, as though it were appropriately sized for you and had 2 Bulk. The GM might also allow you to wield the mattock if you have some other means of wielding oversized weapons, such as if you’re a Large barbarian with the giant instinct or are a Huge creature. When it’s used as a weapon, the mattock of the titans has the statistics of a +3 greater striking keen adamantine greatpick.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Maul", + "trait": "Shove", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=388", + "summary": "Mauls are massive warhammers that must be swung with two hands.", + "hands": "2", + "damage": "1d12 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Maul-Spade", + "trait": "Deadly d10, Jotunborn, Shove, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=537", + "summary": "This heavy, club-like weapon can clobber foes, but it also functions as a shovel. A maul spade adds its item bonus from weapon potency runes (if any) as an item bonus on checks made with Athletics and appropriate Lore skills (such as Labor Lore) when using it as a shovel to dig.", + "hands": "2", + "damage": "1d10 B", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Meteor Hammer", + "trait": "Backswing, Disarm, Reach, Trip", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=296", + "summary": "This weapon consists of a long chain connected to a heavy weight at each end. When a wielder swings the weights by the chain, they build momentum and can serve as deadly bludgeons with incredible reach.", + "hands": "2", + "damage": "1d8 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Metronomic Hammer", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1595", + "summary": "A polished brass metronome ticks rhythmically within the haft of this +1 striking gnome hooked hammer. Gnome adherents of Brigh often attempt to reproduce this item as part of a ritual symbolizing methodical problem-solving and thoughtful craftsmanship.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Mikazuki (Melee)", + "trait": "Backswing, Disarm, Monk, Parry, Combination, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=347", + "summary": "The mikazuki combines a sansetsukon with a thin length of metal string and several locking mechanisms built into the joints, allowing it to be quickly locked into configuration as a bow.", + "hands": "2", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Mikazuki (Ranged)", + "trait": "Combination, Monk, Propulsive, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=347", + "summary": "The mikazuki combines a sansetsukon with a thin length of metal string and several locking mechanisms built into the joints, allowing it to be quickly locked into configuration as a bow.", + "hands": "1+", + "damage": "1d6 P", + "range": "70 ft.", + "weapon_category": "Martial" + }, + { + "name": "Mindlance", + "trait": "Arcane, Mental, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1891", + "summary": "This +1 striking arquebus is used by caravan guards to nonlethally—though powerfully—deter large game and bandits. When fired, the spark gun deals mental damage and adds the nonlethal trait to the attack. Each mindlance also includes a reinforced stock that benefits from any fundamental runes on the firearm. When you critically succeed at an attack roll with a mindlance, the target becomes frightened 2 unless it succeeds at a DC 24 Will save.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Monkey's Fist", + "trait": "Finesse, Monk, Nonlethal", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "", + "url": "/Weapons.aspx?ID=130", + "summary": "Also called a “slungshot,” the monkey's fist is a short length of rope ending in a thick knot wrapped around a metal weight. You can tie the loose end of a monkey's fist to your wrist; if you are Disarmed, the weapon remains secured to your wrist rather than falling to the ground, though you must use an Interact action to grip it before using it again. A monkey's fist is a martial melee weapon.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Morning Glow", + "trait": "Holy, Magical, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3689", + "summary": "The blade of this +2 greater striking holy standard-grade cold iron elven curve blade shines with a pale fire that illuminates the wielder’s face in a grim visage and produces dim light in a 10-foot emanation. The wielder can suppress or reactivate this light as a single action with the concentrate trait.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Morningstar", + "trait": "Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=363", + "summary": "This weapon has a short shaft ending in a metal ball studded with spikes.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Morphing Weapon", + "trait": "Magical, Metal", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": " varies", + "url": "/Equipment.aspx?ID=2615", + "summary": "In its base form, this armament looks like a smooth bar of soft, gleaming metal shaped like a horseshoe. Its ability to adjust to any battle situation makes it a popular weapon for elite warriors of the Plane of Metal. It can be shaped into a melee weapon using its shifting rune, but it can shift only into weapons primarily made of metal or back to its base shape. In weapon form, it's a +1 striking shifting weapon.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Mortar", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=19", + "summary": "A mortar fires its shells at a high angle, allowing it to bypass obstacles and strike from above. A crew typically sets up such a weapon behind a wall or in another hard-to-access area to protect themselves while retaining full functionality. Due to the steep angle of its arc, such mortars are especially useful when opposing barricaded targets.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Mountebank's Passage", + "trait": "Conjuration, Magical, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1183", + "summary": "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 Blythir College in Alkenstar, the mountebank'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.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Mud Maker", + "trait": "Magical, Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=56", + "summary": "Designed by inventive gnomes , a mud maker is a wooden device—often painted bright colors—that uses torsion to fling 1-foot diameter clay disks …", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Naginata", + "trait": "Deadly d8, Reach, Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=297", + "summary": "This 6-foot staff has a 2-foot-long, slightly curved, swordlike blade attached at one end. The long pole helps keep the wielder out of reach of swords and shorter weapons.", + "hands": "2", + "damage": "1d8 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Nexian Disgorger", + "trait": "Magical, Mounted, Rare", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=57", + "summary": "Not everything produced in the fleshforges of Nex can be classified as a creature. One such large example is the Nexian disgorger, a corpulent tube of flesh that, while inanimate, can “digest” a special alchemical syrup to produce explosive gobs of acidic effluvia. These gobs are propelled by muscular contractions and can travel an astounding distance. A Nexian disgorger can’t move on its own, so it’s transported within a pool containing a layer of nutrient slurry and mounted on a reinforced wagon.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Nexian Sealing Blade", + "trait": "Arcane, Evocation, Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2521", + "summary": "More often called by their nickname “screamswords,” the Nexian sealing blades were developed by the Arclords of Nex as special tools to ward off Gebbite infiltrators and assassins. Screamswords are +1 striking disrupting silver longswords with a couple of extra tricks. Each Nexian sealing blade can sense undead within 60 feet and responds by screaming loudly until there are no longer undead within that range. This same screaming can be unleashed as a sonic blast if needed.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Nexian Sealing Blade (Greater)", + "trait": "Arcane, Evocation, Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2521", + "summary": "This is a +2 greater striking disrupting silver longsword . When activating the sword, it deals 10d6 sonic damage with a DC of 31.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Nightmare Cudgel", + "trait": "Invested, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=890", + "summary": "Crafted from polished wood, this seemingly mundane +1 striking club comes with a red leather strap near the handle. The mere sight of the cudgel in a guard's hand fills prisoners with dread. Good creatures are enfeebled 2 while carrying, wielding, or wearing this item crafted by the sea-witches.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Nightmare's Lament", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "1", + "url": "/Equipment.aspx?ID=3219", + "summary": "Ritually constructed from the bones of a nightmare, a nightmare’s lament is a +1 striking rapier pistol. Thin wisps of dark smoke continually surround the redflecked blade.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Nightstick", + "trait": "Agile, Finesse, Nonlethal, Parry, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=131", + "summary": "This collapsible baton consists of several nested, telescoping metal shafts that can be extended as a free action by flicking the wrist. Once extended to its full length (usually around 2 feet), the baton locks into shape until the wielder uses an Interact action to collapse it—a collapsed nightstick is 8 inches long, making it easily concealed. Lighter and more maneuverable than an ordinary club or truncheon, nightsticks are designed to subdue foes without causing permanent injury. A nightstick is an uncommon simple melee weapon.", + "hands": "1", + "damage": "1d4 B", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Nodachi", + "trait": "Brace, Deadly d12, Reach", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=298", + "summary": "Also known as a zhanmadao, the exceptionally long blade of the nodachi is designed to neutralize enemy mounts and counter the advantages of cavalry units. Its shape and size make it somewhat impractical for close combat but highly effective against charging opponents.", + "hands": "2", + "damage": "1d8 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Noqual Weapon (High-Grade)", + "trait": "Rare", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=1422", + "summary": "Noqual weapons are inimical to summoned creatures and spell effects that can be damaged by conventional attacks. Against such targets, a Strike with a noqual weapon gains a circumstance bonus to damage equal to twice the number of weapon damage dice. In addition, noqual weapons disrupt spellcasters' concentration, causing them to become stupefied 1 for 1 round on a critical hit.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Noqual Weapon (Standard-Grade)", + "trait": "Rare", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=1422", + "summary": "Noqual weapons are inimical to summoned creatures and spell effects that can be damaged by conventional attacks. Against such targets, a Strike with a noqual weapon gains a circumstance bonus to damage equal to twice the number of weapon damage dice. In addition, noqual weapons disrupt spellcasters' concentration, causing them to become stupefied 1 for 1 round on a critical hit.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "North Wind's Night Verse", + "trait": "Cold, Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1068", + "summary": "This +1 striking frost katana is always cool to the touch, nearly uncomfortably so. Unadorned and with no tsuba, its honed blade is carved from a single tusk of dragon-turtle ivory and wrapped in strips of winter wolf hide. Strikes with the katana gain a +2 status bonus to damage rolls against creatures that have a status penalty to their Speed or are slowed. The status bonus increases to +3 if the weapon has a greater striking rune and +4 for major striking.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Nullifier Sling", + "trait": "Magical, Mounted, Rare", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=58", + "summary": "Appearing similar to a trebuchet, a nullifier sling launches smaller projectiles that do less damage but contain magic that can counteract any …", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Nunchaku", + "trait": "Backswing, Disarm, Finesse, Monk, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=414", + "summary": "The nunchaku is constructed of two wooden or metal bars connected by a short length of rope or chain.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Obsidian Edge", + "trait": "Fire, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=2606", + "summary": "This black obsidian blade is a +1 striking gun sword. Magma seeps along its many cracks and crags, and the handle is hot but not scalding to the touch. Strikes with this gun sword deal 1 extra fire damage.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Obsidian Edge (Greater)", + "trait": "Fire, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=2606", + "summary": "This black obsidian blade is a +1 striking gun sword. Magma seeps along its many cracks and crags, and the handle is hot but not scalding to the touch. Strikes with this gun sword deal 1 extra fire damage.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Obsidian Edge (Major)", + "trait": "Fire, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=2606", + "summary": "This black obsidian blade is a +1 striking gun sword. Magma seeps along its many cracks and crags, and the handle is hot but not scalding to the touch. Strikes with this gun sword deal 1 extra fire damage.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Obsidian Edge (True)", + "trait": "Fire, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=2606", + "summary": "This black obsidian blade is a +1 striking gun sword. Magma seeps along its many cracks and crags, and the handle is hot but not scalding to the touch. Strikes with this gun sword deal 1 extra fire damage.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Ogre Hook", + "trait": "Deadly d10, Trip, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=495", + "summary": "Ogres are known for using immense, curved picks called ogre hooks.", + "hands": "2", + "damage": "1d10 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Orc Knuckle Dagger", + "trait": "Agile, Disarm, Orc, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=415", + "summary": "This stout, metal blade of orc design has a horizontal basket hilt with blades jutting from each end, or sometimes one blade like that of a katar.", + "hands": "1", + "damage": "1d6 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Orc Necksplitter", + "trait": "Forceful, Orc, Sweep, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=422", + "summary": "This single-bladed bearded axe has a jagged blade that's perfect for separating bone from tendon and cartilage.", + "hands": "1", + "damage": "1d8 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Orc Skewermaul", + "trait": "Brace, Orc, Two-Hand 1d10, Uncommon, Versatile", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=527", + "summary": "As dwarves poured out of the Darklands following their Quest for Sky, the orcs driven before them adapted to their tactics—including dwarves’ …", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Orichalcum Weapon (High-Grade)", + "trait": "Rare", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2859", + "summary": "Orichalcum weapons can have four magic property runes instead of three. Due to orichalcum's temporal properties, etching the quickstrike weapon property rune onto an orichalcum weapon costs half the normal Price (though transferring the rune to a weapon made of another material requires you to first pay the remaining Price and then pay the cost to transfer).", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Ouroboros Flail", + "trait": "Magical, Transmutation", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1069", + "summary": "You can easily expand and contract the chain of this +2 greater striking extending war flail. It magically grows new links when extended and loses them when contracted.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Ouroboros Flail (Greater)", + "trait": "Magical, Transmutation", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1069", + "summary": "The flail is a +3 greater striking greater extending war flail , the activation's DC is 37, and the severed chain is 120 feet long.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Ouroboros Flail (Major)", + "trait": "Magical, Transmutation", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1069", + "summary": "The flail is a +3 major striking greater extending war flail , the activation's DC is 43, and the severed chain is 120 feet long.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Palstave", + "trait": "Sweep, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=506", + "summary": "This simple axe is created by inserting a weighted metal wedge into a curved wooden handle with a Y-shaped groove at the top, and then binding the splitting wedge in place with leather thongs.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Panabas", + "trait": "Forceful, Sweep, Two-Hand d10", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=299", + "summary": "This weapon has practical uses in both farming and butchering, thanks to the efficiency and brutality of its forward-curving blade. It can be wielded in one or two hands.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Pantograph Gauntlet", + "trait": "Deadly d6, Monk, Reach, Shove, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=172", + "summary": "A pantograph gauntlet is a heavy, fist-like weight, mounted on an extendable frame and attached to your outer arm with a series of leather straps. The frame's set of mechanical linkages connected at various hinges allow movements to propagate across the frame based on reshaping parallelograms, further controlled by a crossbar grasped in your hand. A pantograph gauntlet is driven by your own motion and mirrors your arm's movements—a punch thrown with your fist moves the pantograph, extending the weight out at a rapid speed to land blows up to 10 feet away. In some regions, such as Alkenstar and Ustalav, pantograph gauntlets are occasionally constructed entirely of metal and fashioned in the likeness of oversized arms, incorporating a complex system of gears or a miniature steam engine in place of the simpler pantograph mechanism.", + "hands": "1", + "damage": "1d4 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Peachwood Weapon (High-Grade)", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=3472", + "summary": "Peachwood weapons have an auburn tinge in direct sunlight. Peachwood is treated as duskwood for undead creatures' resistances or weaknesses related to duskwood (bypassing a jiang-shi's resistance, for example). In addition, peachwood weapons bypass a small portion of the resistances of any undead creature. Strikes with a peachwood weapon treat an undead's resistances against physical damage as 2 lower for standard-grade peachwood, and 4 lower for high-grade.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Peachwood Weapon (Standard-Grade)", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=3472", + "summary": "Peachwood weapons have an auburn tinge in direct sunlight. Peachwood is treated as duskwood for undead creatures' resistances or weaknesses related to duskwood (bypassing a jiang-shi's resistance, for example). In addition, peachwood weapons bypass a small portion of the resistances of any undead creature. Strikes with a peachwood weapon treat an undead's resistances against physical damage as 2 lower for standard-grade peachwood, and 4 lower for high-grade.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Pepperbox", + "trait": "Capacity 3, Concussive, Fatal d8, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=205", + "summary": "This weapon is a specialty of the smiths of Alkenstar. The pepperbox has three barrels that each hold a single shot, and the shooter can manually rotate the whole barrel assembly to align a loaded barrel with the firing mechanism.", + "hands": "1", + "damage": "1d4 P", + "range": "60 ft.", + "weapon_category": "Martial" + }, + { + "name": "Petrification Cannon", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "2", + "url": "/Equipment.aspx?ID=1168", + "summary": "Built from the taxidermic body of a basilisk, a petrification cannon functions as a +2 greater striking double-barreled musket. A petrification cannon can be activated to fire a beam of energy that transforms flesh into stone.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Phalanx Piercer", + "trait": "Concussive, Hobgoblin, Propulsive, Razing, Volley 30 ft.", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=337", + "summary": "This massive bow is made from bone or wood reinforced with flexible metal strips and strung with reinforced cord. Designed by hobgoblin engineers to take down shielded opponents, the phalanx piercer fires heavy, iron-shod bolts.", + "hands": "1+", + "damage": "1d10 P", + "range": "80 ft.", + "weapon_category": "Advanced" + }, + { + "name": "Pheromone Sprayer", + "trait": "Alchemical, Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=28", + "summary": "Pheromone sprayers are used to fire mass amounts of alchemical animal pheromones in a more weaponized form to allow researchers an easy way to influence otherwise dangerous creatures. Like animal pheromones, the ammunition for this siege weapon must be crafted for a specific kind of animal. A pheromone sprayer consists of two large tanks mounted atop a narrow, cannon-like barrel. One of the tanks contains concentrated alchemical pheromones, while the other tank is loaded with water, which is used to dilute the pheromones to produce different effects upon launch.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Pick", + "trait": "Fatal 1d10", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=389", + "summary": "A pick designed solely for combat has a sturdy wooden shaft and a heavy, pointed head to deliver devastating blows.", + "hands": "1", + "damage": "1d6 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Piercing Wind (Melee)", + "trait": "Critical Fusion, Finesse, Sweep, Uncommon, Combination", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=221", + "summary": "Favored by caravan guards who traverse the Mana Wastes, a piercing wind is similar to a jezail, in that you can carry it in one hand as long as the other hand's free, by holding it under one arm. Additionally, it's fitted with an underslung curved blade.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Piercing Wind (Ranged)", + "trait": "Combination, Concussive, Fatal Aim d10, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=221", + "summary": "Favored by caravan guards who traverse the Mana Wastes, a piercing wind is similar to a jezail, in that you can carry it in one hand as long as the other hand's free, by holding it under one arm. Additionally, it's fitted with an underslung curved blade.", + "hands": "1", + "damage": "1d6 P", + "range": "40 ft.", + "weapon_category": "Martial" + }, + { + "name": "Piranha Kiss", + "trait": "Agile, Disarm, Finesse, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=239", + "summary": "Made of a jagged blade with teeth pointing toward a leather-wrapped hilt, these weapons are particularly effective at disarming opponents. Piranha kisses were occasionally used during the Vidric Revolution, and some Firebrands carry them today.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Pistol of Wonder", + "trait": "Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1187", + "summary": "This +2 greater striking flintlock pistol bears strange, jagged markings of erratic design and has an oddly squishy grip. It can be activated to produce a variety of unusual effects.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Piston Gauntlets", + "trait": "Clockwork, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1872", + "summary": "The striking surface of this +2 greater striking flaming pantograph gauntlet releases a puff of fire each time it reaches the end of its …", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Poi", + "trait": "Agile, Backswing, Finesse, Nonlethal, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=112", + "summary": "Poi are light weights tethered to ropes or chains. Performers swing the weights, usually one in each hand, in rhythmic patterns.", + "hands": "1", + "damage": "1d4 B", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Poisonous Dagger", + "trait": "Magical, Necromancy, Poison", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=910", + "summary": "This +1 striking dagger has an image of a snake emblazoned on its blade. When you critically succeed at an attack roll with the dagger, magical fangs emerge and poison the target, dealing 1d4 persistent poison damage.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Polarizing Mace", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1875", + "summary": "Even grasping the amber handle of this +1 striking shock light mace makes your hair stand on end. Special The polarizing mace pairs with …", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Polytool", + "trait": "Agile, Modular (B, P, or S), Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=300", + "summary": "The polytool is a small metal rod with a number of simple tools folded inside. The user can extend a long ceramic blade, as well as an awl, chisel, file, flint and steel, hook, inkpen, magnifying glass, pliers, scissors, and a small saw. The flint and steel can be used up to 10 times before needing to be replaced. Though inspired by advanced Numerian technology, the polytool is a simple enough feat of metalworking that any blacksmith could produce it—perfect for the goddess Casandalee to spread innovation farther than actual Numerian tech could reach.", + "hands": "1", + "damage": "1d6 modular", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Probing Cane", + "trait": "Finesse, Sweep", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=229", + "summary": "Your cane indicates that you have low vision or are blind. By holding this cane in front of you, you indicate to those around that you're partially sighted, which is particularly useful in urban or busy places to let others know to give you enough space. The cane is typically several feet long, generally reaching the user's chin, but can be lengthened or shortened as needed.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Radiant Lance", + "trait": "Divine, Evocation, Fire, Good, Light, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=517", + "summary": "When wielded in battle, these silver lances blaze with light. A radiant lance is a +2 greater striking holy flaming silver lance. When wielded in battle, the radiant lance sheds bright light in a 60-foot radius. On a hit against an undead creature that is specifically vulnerable to sunlight, the lance bursts with a brilliant flash of light, and that undead must attempt a DC 35 Fortitude save. If the attack was a critical hit, the undead uses an outcome one degree of success worse than the result of its saving throw.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Radiant Victory", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3855", + "summary": "This finely crafted +1 striking shortsword is carried by field marshals and other military officers who fight alongside their troops on the battlefield. Numerous other types of this blade exist, ranging from falchions to scimitars to longswords, and their appearances vary as widely as the nations and causes to which their wielders swear fealty. Many say that a soldier can tell the worth of their commanding officer by noting whether their primary weapon gives off the faint residual glow associated with a radiant victory.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Ranseur", + "trait": "Disarm, Reach", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=390", + "summary": "This polearm is a long trident with a central prong that's longer than the other two.", + "hands": "2", + "damage": "1d10 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Rapier", + "trait": "Deadly d8, Disarm, Finesse", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=391", + "summary": "The rapier is a long and thin piercing blade with a basket hilt. It is prized among many as a dueling weapon.", + "hands": "1", + "damage": "1d6 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Rapier Pistol (Melee)", + "trait": "Critical Fusion, Deadly d8, Disarm, Finesse, Uncommon, Combination", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=222", + "summary": "This elegant weapon is shaped similarly to a rapier with a pistol down the length of the blade.\r\n", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Rapier Pistol (Ranged)", + "trait": "Backstabber, Combination, Concussive, Fatal d8, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=222", + "summary": "This elegant weapon is shaped similarly to a rapier with a pistol down the length of the blade.\r\n", + "hands": "1", + "damage": "1d4 P", + "range": "30 ft.", + "weapon_category": "Martial" + }, + { + "name": "Rat-Catcher Trident", + "trait": "Conjuration, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=573", + "summary": "The haft of this +2 striking trident is carved with intricate designs of swarming rodents sacred to Hanspur, the drowned god of the Sellen River. When used against a swarm, it ignores the swarm’s resistance to piercing damage, if any.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Reaper's Crescent", + "trait": "Light, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1879", + "summary": "The blade of this alabaster +1 striking sickle grows thick and pitted as the moon waxes, and it thins to a sharp sliver as the moon wanes. Moonlight also causes a second rune on the blade to change shape with the moon's phases: during the new and crescent moon, the weapon has the ghost touch rune; during the quarter moon, the fearsome rune; and during the gibbous and full moon, the wounding rune.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Reaper's Grasp", + "trait": "Evil, Magical, Necromancy, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1184", + "summary": "This +2 striking arquebus has an ashwood stock plated with worked silver, featuring a mosaic of agonized skulls carved into the metal. The mere mention of Galt's infamous final blades is enough to make any mortal creature shudder. Used to execute political opponents in the nation's constant civil war, these guillotines hold the souls of those they execute, preventing them from reaching a natural afterlife. When one of the final blades was destroyed in 4710, some of the metal from its remains made its way to Alkenstar and was reforged into a deadly firearm that retained the guillotine's soul-stealing properties.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Reaper's Lancet", + "trait": "Magical, Necromancy, Poison, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=810", + "summary": "Hendrid Pratchett himself designed this custom skull-topped +1 striking exquisite sword cane and had it gilded in high-quality gold. Its first victim was the very smith whom Pratchett commissioned to craft the weapon, so the means of its construction are a secret known only to Pratchett. The magic of the Reaper's Lancet applies to both the blade and the sheath, making them each effectively a +1 striking weapon, but only if both are wielded by the same creature—if the two components are shared between creatures, only the blade retains the rune's magic.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Reaper's Toll", + "trait": "Magical, Uncommon, Void", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3856", + "summary": "This +2 greater striking decaying scythe is deathly cold to the touch and exudes an unmistakable aura of menace. As long as you carry this weapon, your presence repels and noticeably unnerves most animals, causing them to avoid you if possible and react to you with a starting attitude one step worse than normal if made to interact with you directly. The one exception is vermin who scavenge corpses; they appear around you with greater frequency. Small mundane plants, such as grass or flowers, wilt and die after spending 24 hours in close proximity to a reaper’s toll, crumbling to dust 24 hours after that.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Redeemer's Pistol", + "trait": "Abjuration, Good, Magical, Mental, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1599", + "summary": "This +2 striking dueling pistol is fashioned from silvery steel that glistens with a radiant light. You can choose to make a nonlethal attack with the redeemer's pistol without taking a –2 penalty; if you do so, the attack deals 1d6 additional mental damage. You can also call forth the redemptive spirit within the gun to pass judgment on your foes.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Reinforced Frame", + "trait": "Agile, Attached, Free-Hand", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "", + "url": "/Weapons.aspx?ID=230", + "summary": "The chair's wheels have been reinforced with tough, metal rims or a metal cap. While in the chair, you gain a wheel Strike. Your wheel deals 1d4 bludgeoning damage and has the agile, attached, and free-hand traits. A reinforced wheel is a simple melee weapon in the club weapon group. You can etch weapon runes onto reinforced wheels. A wheelchair can only have one attached weapon.", + "hands": "1", + "damage": "1d4 B", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Reinforced Stock", + "trait": "Attached to crossbow or firearm, Finesse, Two-Hand d8", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=187", + "summary": "A reinforced stock is a weighted crossbow, firearm haft, or grip customized for striking in melee. An attached reinforced stock requires the same number of hands as the weapon it's attached to.", + "hands": "1 or 2", + "damage": "1d4 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Repeating Crossbow", + "trait": "Repeating, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=448", + "summary": "This crossbow has an internal chamber that can be loaded with up to five bolts. An automated catch mechanism at the top of the flight groove, just in front of the latch, locks the bowstring and launches bolts with the pull of a trigger.", + "hands": "2", + "damage": "1d8 P", + "range": "120 ft.", + "weapon_category": "Advanced" + }, + { + "name": "Repeating Crossbow Magazine", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=181", + "summary": "A typical repeating crossbow magazine holds five bolts.", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Ammunition" + }, + { + "name": "Repeating Hand Crossbow", + "trait": "Repeating, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=539", + "summary": "This handheld crossbow features an ingeniously designed catch mechanism at the top of the flight groove, just in front of the latch, which automatically loads a bolt from a magazine and resets the string each time the weapon is fired. A typical repeating hand crossbow magazine holds five bolts.", + "hands": "1", + "damage": "1d6 P", + "range": "60 ft.", + "weapon_category": "Advanced" + }, + { + "name": "Repeating Hand Crossbow Magazine", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=182", + "summary": "A typical repeating hand crossbow magazine holds five bolts.", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Ammunition" + }, + { + "name": "Repeating Heavy Crossbow", + "trait": "Repeating, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=450", + "summary": "This large crossbow has an internal chamber that can be loaded with up to five bolts. While it uses the same automated catch mechanism as other repeating crossbows, a repeating heavy crossbow's design has significant trade-offs. It has increased range and damage and is easier to learn how to use, but requires a small amount of effort to reload.", + "hands": "2", + "damage": "1d10 P", + "range": "180 ft.", + "weapon_category": "Martial" + }, + { + "name": "Repeating Heavy Crossbow Magazine", + "trait": "Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=183", + "summary": "A typical repeating heavy crossbow magazine holds five bolts.", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Ammunition" + }, + { + "name": "Retribution Axe", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=2869", + "summary": "The blade of this +1 greataxe bears a design of a human skull. Whenever a creature damages you with an attack, the skull changes its appearance to look like the face of that creature. You gain a +2 circumstance bonus to your next damage roll against that creature before the end of your next turn. Because the face reshapes each time you're damaged, you get the additional damage only if you attack the creature that damaged you most recently.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Returning Starknife", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3678", + "summary": "This returning throwing knife is specially made for Lyrune- Quah hunters, and its blade is carved with constellations. ", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Revenant Blade", + "trait": "Invested, Magical, Rare, Void", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3857", + "summary": "The mortal agents of powerful necromancers are a varied lot, but they tend to share two things in common: a deep and abiding fear of death, and a desperate hope that loyalty to their foul masters might be rewarded with some means of transcending it. To most of these wretched souls, this simple +1 striking sickle is as close as they will ever come to realizing that desire.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Rhoka Sword", + "trait": "Deadly d8, Two-Hand 1d10, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=158", + "summary": "These dual-bladed swords are commonly used by urdefhan warriors.", + "hands": "1", + "damage": "1d8 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Ribauldequin", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=59", + "summary": "Also known as an organ gun, a ribauldequin consists of a row of gun barrels set parallel on a frame so that they resemble the pipes of a large organ. Time-consuming to load but highly effective against enemy personnel, the ribauldequin is more at home on the battlefield than behind fixed fortifications. The standard organ gun has twelve barrels, firing a spread that covers a significant area.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Righteous Fury", + "trait": "Holy, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3858", + "summary": "This gold-plated +2 greater striking holy longsword sports an ornate hilt bearing the religious symbol of Ragathiel, General of Vengeance, and is painstakingly crafted to resemble the divine armaments wielded by the empyreal lord’s celestial soldiers in their battles against the forces of darkness. These weapons are popular among the ranks of those who hold the line against similar enemies, such as the Knights of Lastwall and warriors of the former Mendevian Crusade.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Rime Foil", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1876", + "summary": "The steely blue blade of this +2 striking frost rapier emerges from a hilt wrapped in thick leather and trimmed in fur to protect the wielder's hand.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Rope Dart", + "trait": "Disarm, Finesse, Sweep, Tethered, Thrown 20 ft., Trip, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=301", + "summary": "A deceptively simple weapon made from a length of cord attached to a weighted, conical metal spike. A rope dart can be whirled and manipulated at great speeds to attack in unexpected ways and from unexpected angles.", + "hands": "2", + "damage": "1d4 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Rotary Bow", + "trait": "Capacity 4", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=338", + "summary": "This one-handed crossbow has four arms instead of two, and four rotating chambers that can be pre-loaded with bolts for more efficient firing. The chamber can be swapped and the arms redrawn with a simple crank device built into the crossbow.", + "hands": "1", + "damage": "1d8 P", + "range": "80 ft.", + "weapon_category": "Martial" + }, + { + "name": "Rowan Rifle", + "trait": "Enchantment, Magical, Primal, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1185", + "summary": "In a dense forest within Arcadia, djezet fell from the sky millennia ago, even before Earthfall. While this metal was poisonous to most of the plant life growing nearby, one stubborn rowan tree refused to die, its roots slowly absorbing djezet in small particles from the ground until the entire plant was suffused with it. Fey bowyers discovered the remarkable plant and coaxed it into growing into a very particular shape, its branching trunks woven together into a tightly twisted and naturally rifled barrel.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Rustbringer", + "trait": "Magical, Metal", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2617", + "summary": "The handle, chain, and spiked ball of this +1 striking corrosive flail are all made of iron so rusted that the weapon appears nonfunctional at first glance. On Strikes against a creature that's primarily made of metal, it gains the deadly d10 trait.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Rustbringer (Greater)", + "trait": "Magical, Metal", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2617", + "summary": "The flail is a +3 greater striking greater corrosive flail , and the disarmed weapon takes 4d6 acid damage.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Sai", + "trait": "Agile, Disarm, Finesse, Monk, Uncommon, Versatile B", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=416", + "summary": "This piercing dagger is a metal spike flanked by a pair of prongs that can be used to trap an enemy's weapon.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Sansetsukon", + "trait": "Backswing, Disarm, Monk, Parry, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=302", + "summary": "The sansetsukon, also known as a sanjiegun or three-section staff, is made up of three wooden staff segments, each about 14 inches in length. The staff sections are connected by short lengths of cord or chain, similar to nunchaku.", + "hands": "2", + "damage": "1d8 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Sap", + "trait": "Agile, Nonlethal", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=392", + "summary": "A sap has a soft wrapping around a dense core, typically a leather sheath around a lead rod. Its head is wider than its grip to disperse the force of a blow, as the weapon's purpose is to knock out its victim rather than to draw blood.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Sawtooth Saber", + "trait": "Agile, Finesse, Twin, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=423", + "summary": "The signature weapon of the Red Mantis assassins, this curved blade is serrated like a saw, hence the name.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Scalding Gauntlets", + "trait": "Fire, Invested, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2608", + "summary": "Prized by naari geniekin who prefer to fight with their fists, scalding gauntlets are a pair of +2 striking spiked gauntlets. The intricate golden gauntlets are engraved with Pyric writing praising the glories of the Dominion of Flame and embellished with shimmering black and red gemstones. A creature you grab or restrain while wearing the gauntlets must succeed at a DC 26 Fortitude save or take 2d6 persistent fire damage and be sickened 1 from the pain; it's temporarily immune to being sickened by scalding gauntlets for 1 hour.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Scalding Gauntlets (Greater)", + "trait": "Fire, Invested, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2608", + "summary": "The gauntlets are a +2 greater striking flaming spiked gauntlet , and the Fortitude save is DC 28.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Scalding Gauntlets (Major)", + "trait": "Fire, Invested, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2608", + "summary": "The gauntlets are a +2 greater striking flaming spiked gauntlet , the Fortitude save is DC 32, and the damage is 3d6 persistent fire.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Scalding Gauntlets (True)", + "trait": "Fire, Invested, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2608", + "summary": "The gauntlets are a +3 greater striking greater flaming spiked gauntlet , the Fortitude save is DC 36, and the damage is 4d6 persistent fire.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Scarlet Queen", + "trait": "Evocation, Fire, Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2554", + "summary": "The scarlet queen is a +2 striking flaming hammer gun. Due to the awkward and complex nature of combination weapons, it's by far the least popular of Ornmarr's designs, but those who have mastered it consider it his finest creation to date. The glistening red steel always feels warm to the touch and sheds dim light in a 15-foot radius. Any non-magical object of light Bulk destroyed by the scarlet queen is reduced completely to ash.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Scimitar", + "trait": "Forceful, Sweep", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=393", + "summary": "This one-handed curved blade is sharp on one side.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Scizore", + "trait": "Disarm, Parry", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=303", + "summary": "A scizore is a gauntlet or protective leather tube worn over the forearm and featuring a half-moon blade mounted to the end of the cap on a short pole.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Scizore of the Crab", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1887", + "summary": "A scizore of the crab is a +1 scizore that has the grapple trait in addition to its normal weapon traits. ", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Scorpion Whip", + "trait": "Disarm, Finesse, Reach, Trip, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=114", + "summary": "A scorpion whip has a series of razor-sharp blades set along its tip. Unlike ordinary whips, a scorpion whip doesn’t have the nonlethal trait, making it deadlier in combat but less effective when the wielder seeks to bring in foes alive.", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Scourge", + "trait": "Agile, Disarm, Finesse, Nonlethal, Sweep", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=531", + "summary": "A scourge—also known as a cat-o'-nine tails—is a set of several knotted cords made from cotton or leather and attached to a handle. While most scourges are more suitable for torture than combat, when fashioned into a weapon, a scourge can have metal barbs woven into the cords to pierce clothing and armor.", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Screaming Pinion", + "trait": "Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3764", + "summary": "This +2 greater striking flintlock musket is an innovation of the Platinum Wing, and possession of one by a civilian is a high crime in Andoran. The gun’s secret is the chip of a warshard used as the hammer in the striking mechanism.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Screech Shooter", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "2", + "url": "/Equipment.aspx?ID=1169", + "summary": "Built from the larynx of an owlbear, terror shrike, or similar animal that possesses a frightening screech or similar special ability, a screech shooter is a special +1 striking harmona gun designed to fire terrifying blasts of sound. A screech shooter deals sonic damage but can otherwise be used like a normal harmona gun.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Screech Shooter (Greater)", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "2", + "url": "/Equipment.aspx?ID=1169", + "summary": "A greater screech shooter is a +2 greater striking harmona gun . The DC for the activation is 30 and it affects creatures in a 40-foot emanation.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Screech Shooter (Major)", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "2", + "url": "/Equipment.aspx?ID=1169", + "summary": "The DC for the activation is 37 and it affects creatures in a 50-foot emanation.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Scrollstaff", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=521", + "summary": "A band of pliant wood encircles the head of this slender mahogany staff. The Magaambya created the first scrollstaves millennia ago, and even the few scrollstaves found beyond the organization often incorporate Magaambyan iconography as an homage to their source.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Scythe", + "trait": "Deadly d10, Trip", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=394", + "summary": "Derived from a farming tool used to mow down long grains and cereals, this weapon has a long wooden shaft with protruding handles, capped with a curved blade set at a right angle.", + "hands": "2", + "damage": "1d10 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Searing Blade", + "trait": "Fire, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2870", + "summary": "This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects illumination resembling shimmering firelight, emitting dim light in a 10-foot radius.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Searing Blade (Greater)", + "trait": "Fire, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2870", + "summary": "This +2 greater striking flaming longsword has an ornate brass hilt and a blade shaped like stylized flames. When wielded, the blade projects illumination resembling shimmering firelight, emitting dim light in a 10-foot radius.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Seedpod Shooter", + "trait": "Magical, Mounted, Rare", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=30", + "summary": "A large quantity of enchanted seedpods are packed into a seedpod shooter’s funnel. The siege engine controls the dispersal of seedpods into the air and enhances their speed and sharpness when fired. While these seedpods naturally whistle when blown through the air, the device causes this sound to reverberate at a frequency that can cause nausea.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Seismic Amplifier", + "trait": "Mounted, Rare", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=31", + "summary": "Seismic amplifiers are devastating underground, where they tap into the energy of nearby faults. Installing one requires drilling a steel shaft into the stone and loading it with crystal resonance rods. Breaking the rod releases the energy into a disk-like amplifier. Any creatures burrowed into ground within the burst treat the result of their Reflex save as one step worse.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Sensei's Parasol", + "trait": "Abjuration, Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3165", + "summary": "A master once said to his pupil that, in the hands of a skilled practitioner, even a parasol can become a deadly weapon. Returning the next day, the pupil excitedly turned over a parasol forged out of metal slats, explaining that it lowered the amount of skill one would need to exert deadly force. The master sighed, seeing that his pupil had failed to see the point, but accepted the gift nonetheless. Ingenuity was, after all, a virtue.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Serpent Dagger", + "trait": "Magical, Poison", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2871", + "summary": "The serrated blade of this +1 striking dagger has a greenish tinge, and the hilt is sculpted to look like the head of a serpent about to strike. When you critically succeed at an attack roll with the serpent dagger, the target becomes sickened 1 unless it succeeds at a DC 19 Fortitude save. This is a poison effect. In addition, you can activate the dagger to poison a creature with a more potent poison.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Shadefield Knife", + "trait": "Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3680", + "summary": "This +1 striking dagger made of black stone is carved from the bloodstained earth of the Shadefields and carries the grudge of the Shoanti who perished on that battlefield.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Shadow's Heart", + "trait": "Illusion, Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1786", + "summary": "This +3 greater striking kukri has a thin, delicate blade that absorbs light. ", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Shattered Plan", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1877", + "summary": "Though the body of this +2 striking impactful boomerang is riddled with glowing hairline cracks, the weapon feels reassuringly solid in the hand. If you damage a target that has been struck by a rime foil within the last round, you bruise its chilled body, and the target takes a –5-foot penalty to all its Speeds, or a –10-foot penalty on a critical hit.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Shatterpult", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=60", + "summary": "The arm of this modified catapult ends in three baskets, the aim of which can be adjusted to fling its payload over a wider spread. A shatterpult is usually loaded with specially made “shatterstones,” which are constructed to explode into hundreds of sharp shards upon impact. The jagged pieces of a burst of shatterstones make the ground difficult to cross, similar to a handful of caltrops.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Shauth Blade", + "trait": "Agile, Deadly d8, Finesse, Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=157", + "summary": "These strange curved blades are jagged and deadly weapons made from the alchemically strengthened teeth of dead urdefhans. Each weapon is typically named for the urdefhan whose teeth were forged into the weapon, which are often carried (and revered) by that urdefhan's descendants. Magical shauth blades allow an urdefhan wielder to channel their Wicked Bite ability through shauth blade Strikes.", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Shauth Lash", + "trait": "Deadly d10, Finesse, Trip, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=159", + "summary": "This metal chain bears hook-like barbs made of alchemically strengthened urdefhan teeth. Magical shauth lashes have the same ability to channel an urdefhan wielder's Wicked Bite as magical shauth blades, and urdefhans hold these weapons with the same reverence as they do shauth blades.", + "hands": "2", + "damage": "1d6 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Shears", + "trait": "Deadly d8, Finesse, Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=446", + "summary": " Nethys Note: no description was provided for this item ", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Shield Bash", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "", + "url": "/Weapons.aspx?ID=395", + "summary": "A shield bash is not actually a weapon, but a maneuver in which you thrust or swing your shield to hit your foe with an impromptu attack.", + "hands": "1", + "damage": "1d4 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Shield Boss", + "trait": "Attached to Shield", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "", + "url": "/Weapons.aspx?ID=396", + "summary": "Typically a round, convex, or conical piece of thick metal attached to the center of a shield, a shield boss increases the bludgeoning damage of a shield bash.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Shield Bow", + "trait": "Deadly d8, Parry", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=339", + "summary": "As the name implies, a shield bow is a bow with an integrated shielding surface. While versatile and effective, a shield bow's architecture limits its flexibility somewhat, decreasing its total draw strength and penetrating power.", + "hands": "1+", + "damage": "1d6 P", + "range": "50 ft.", + "weapon_category": "Martial" + }, + { + "name": "Shield Pistol", + "trait": "Attached to shield, Concussive, Fatal d8, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=354", + "summary": "These unique firearms are designed to attach to shields while still firing normally. Shield pistols are popular among Firebrands in the Shackles as they allow them to hold a blade and a firearm in each hand without giving up on defense. As is normal with firearms, a character doesn't have access to shield pistols unless they separately have access to firearms.", + "hands": "1", + "damage": "1d4 P", + "range": "20 ft.", + "weapon_category": "Simple" + }, + { + "name": "Shield Spikes", + "trait": "Attached to Shield", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "", + "url": "/Weapons.aspx?ID=397", + "summary": "These metal spikes are strategically placed on the defensive side of the shield to deal piercing damage with a shield bash.", + "hands": "1", + "damage": "1d6 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Shobhad Longrifle", + "trait": "Backstabber, Concussive, Fatal d12, Kickback, Rare, Volley", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=251", + "summary": "The shobhad longrifle is a firearm with a long, rifled barrel. Often mounted with a multi-lensed scope for targeting at an array of ranges and a chambering mechanism that can adjust the speed and penetrating power of each shot, it's the preferred weapon of many shobhad warriors. Shobhad longrifles are equipped with a built-in silencer so they make no more noise than a crossbow when fired. A shobhad longrifle is a martial weapon.", + "hands": "2", + "damage": "1d8 P", + "range": "120 ft.", + "weapon_category": "Martial" + }, + { + "name": "Shortbow", + "trait": "Deadly d10", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=437", + "summary": "This smaller bow is made of a single piece of wood and favored by skirmishers and cavalry.", + "hands": "1+", + "damage": "1d6 P", + "range": "60 ft.", + "weapon_category": "Martial" + }, + { + "name": "Shortsword", + "trait": "Agile, Finesse, Versatile S", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=398", + "summary": "These blades come in a variety of shapes and styles, but they are typically 2 feet long.", + "hands": "1", + "damage": "1d6 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Shuan Ji", + "trait": "Backswing, Forceful, Reach, Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=492", + "summary": "The shuan ji is a polearm featuring a long spear point on one end and two crescent-shaped blades that allow the wielder to strike with either side of the weapon.", + "hands": "2", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Shuln Fang Katar", + "trait": "Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3208", + "summary": "This +2 greater striking katar masterfully crafted from the adamantine-laced fang of a shuln can puncture even the toughest of armors. ", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Shuriken", + "trait": "Agile, Monk, Thrown, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "", + "url": "/Weapons.aspx?ID=439", + "summary": "This “throwing star” is a small piece of flat metal with sharp edges, designed to be flung with a flick of the wrist.", + "hands": "1", + "damage": "1d4 P", + "range": "20 ft.", + "weapon_category": "Martial" + }, + { + "name": "Siccatite Weapon (High-Grade)", + "trait": "Rare", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=1426", + "summary": "Crafting weapons from siccatite is often enough to drive smiths to despair, as the extreme temperature of the metal can cause it to shatter while being worked. Siccatite weapons have substantial grip wrappings to protect their wielders from the metal's extreme temperatures. They're constantly surrounded by a heat haze or a halo of rime, depending on the siccatite's type. Siccatite weapons automatically gain either a flaming or frost property rune, for hot and cold siccatite respectively, even if they aren't otherwise enchanted; this rune can't be removed, and it deals 1d8 damage instead of 1d6 damage. This uses one of the weapon's property rune slots as normal. High-grade siccatite gains a greater flaming (hot siccatite) or greater frost (cold siccatite) property instead.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Siccatite Weapon (Standard-Grade)", + "trait": "Rare", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=1426", + "summary": "Crafting weapons from siccatite is often enough to drive smiths to despair, as the extreme temperature of the metal can cause it to shatter while being worked. Siccatite weapons have substantial grip wrappings to protect their wielders from the metal's extreme temperatures. They're constantly surrounded by a heat haze or a halo of rime, depending on the siccatite's type. Siccatite weapons automatically gain either a flaming or frost property rune, for hot and cold siccatite respectively, even if they aren't otherwise enchanted; this rune can't be removed, and it deals 1d8 damage instead of 1d6 damage. This uses one of the weapon's property rune slots as normal. High-grade siccatite gains a greater flaming (hot siccatite) or greater frost (cold siccatite) property instead.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Sickle", + "trait": "Agile, Finesse, Trip", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=364", + "summary": "Favored Weapon Areshkagal, Bharnarol, Green Faith, Green Man, Hearth and Harvest, Kagia, Mother Vulture, Pahti Coatl, Rhan-Tegoth, Shei, Sicva, The Green Mother, Thoth, Thoth, Verilorn, Zogmugot", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Sickle-Saber", + "trait": "Backswing, Forceful, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=240", + "summary": "A classical weapon of Irrisenis who lacked magical talent, the sickle-saber has seen a resurgence since the coronation of Queen Anastasia. The queen was fascinated with the sickle-sabers in the palace treasury, and now the unusual blades are carried by her honor guard and Irriseni diplomats alike. The sickle-saber's blade curves multiple times along its 4-foot length, and its hilt is similarly curved. A small, secondary grip on the blade lets the wielder rapidly and unpredictably twist the cutting edges.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Sigilstone Slinger", + "trait": "Magical, Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=61", + "summary": "When faced with a siege or prolonged assault against a fortified position, the Blood Lords of Geb are far more likely to rely on an undead creature or necromantic spell than a mechanical device. However, particularly in the war against Nex, such solutions can be thwarted. Forced to find a purely physical means of attacking a fortress, Gebbite engineers found a way to combine necromancy and siegecraft into an even more terrible creation. A sigilstone slinger is a catapult infused with the spirits of the unquiet dead, and each of the stones it hurls is marked with a sigil written in blood that binds an infuriated poltergeist into the ammunition. These cursed projectiles explode with void energy when they land and temporarily haunt the space around the point of impact.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Silver Weapon (High-Grade)", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2860", + "summary": "Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like devils.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Silver Weapon (Low-Grade)", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2860", + "summary": "Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like devils.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Silver Weapon (Standard-Grade)", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=2860", + "summary": "Silver weapons deal additional damage to creatures with weakness to silver, like werewolves, and ignore the resistances of some other creatures, like devils.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Sinew-Song", + "trait": "Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3638", + "summary": "A sinew-song is an ivory violin bow that bears an odd string, one that vibrates on its own, creating the soft sound of violin music whenever it’s swung through the air. When used to play a violin, this ivory bow functions normally but grants a +3 item bonus to any Performance check attempted as a result. It can also be used to mime playing a violin when no instrument is at hand, but in this case, it grants no item bonus to resulting Performance checks.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Singing Shortbow", + "trait": "Enchantment, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1074", + "summary": "Rather than a normal bowstring, this +2 greater striking thundering composite shortbow has a string made of animal gut, much like a musical instrument's. When you shoot the bow, it releases a soft musical note—sonorous if your aim is true and discordant if your shot goes off-target.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Singing Shortbow (Greater)", + "trait": "Enchantment, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1074", + "summary": "The weapon is a +3 greater striking greater thundering composite shortbow , the healing and damage are 5d10, and the DC is 38.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Sisterstone Weapon (High-Grade)", + "trait": "Rare", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=1722", + "summary": "A weapon with a sisterstone striking surface can be charged with undead-destroying energy in response to violence from an undead creature. A creature wielding a sisterstone weapon gains the following activation. Only melee weapons can be made of sisterstone.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Sisterstone Weapon (Low-Grade)", + "trait": "Rare", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=1722", + "summary": "A weapon with a sisterstone striking surface can be charged with undead-destroying energy in response to violence from an undead creature. A creature wielding a sisterstone weapon gains the following activation. Only melee weapons can be made of sisterstone.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Sisterstone Weapon (Standard-Grade)", + "trait": "Rare", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=1722", + "summary": "A weapon with a sisterstone striking surface can be charged with undead-destroying energy in response to violence from an undead creature. A creature wielding a sisterstone weapon gains the following activation. Only melee weapons can be made of sisterstone.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Skeletal Claw", + "trait": "Magical, Necromancy, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1718", + "summary": "This +1 striking tekko-kagi resembles a clawed skeletal hand that fits over your own. Embedded in the back of the bony hand is an onyx gemstone held in place by fine silver chains. When the claws tear into a living creature, the gem pulses with negative energy. The skeletal claw deals an additional 1d4 persistent negative damage to living creatures (1d10 persistent negative damage on a critical hit).", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Sky Hammer", + "trait": "Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2872", + "summary": "The sturdy head of this +3 major striking flaming shock orichalcum warhammer is shaped like a blazing comet. ", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Sky-Piercing Bow", + "trait": "Evocation, Magical, Rare, Transmutation", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=950", + "summary": "Large turquoise gems stud the outer edge of this sturdy +3 greater striking ghost touch composite shortbow. Arrows shot from the bow are unimpaired by wind and air effects.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Skyrider Sword", + "trait": "Air, Magical, Transmutation, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1432", + "summary": "This +2 greater striking shock greatsword has a broad, flat blade that can support the weight of a Medium-sized or smaller wielder. Magic allows the weapon to soar through the air, carrying its wielder along with it.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Skyrider Sword (Greater)", + "trait": "Air, Magical, Transmutation, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1432", + "summary": "This +2 greater striking shock greatsword has a broad, flat blade that can support the weight of a Medium-sized or smaller wielder. Magic allows the weapon to soar through the air, carrying its wielder along with it.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Slide Pistol", + "trait": "Capacity 5, Concussive, Fatal d10", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=524", + "summary": "Also known as a harmonica gun, this weapon is essentially a stock, trigger, and firing mechanism attached to a sliding brace of barrels that can each hold a round of ammunition.", + "hands": "1", + "damage": "1d6 P", + "range": "30 ft.", + "weapon_category": "Martial" + }, + { + "name": "Slime Whip", + "trait": "Magical, Transmutation, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=792", + "summary": "This thick, greasy +1 striking shifting whip is made from a slimy pseudopod. You don't take the usual –2 circumstance penalty to your attack rolls when using the slime whip to make a lethal attack. The whip's form can be changed just like any weapon with the shifting rune, but it reverts to its original form as soon as it isn't wielded. When in its whip form, you can use the following action.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Sling", + "trait": "Propulsive", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=430", + "summary": "Little more than a leather cup attached to a pair of straps, a sling can be used to fling smooth stones or sling bullets at a range.", + "hands": "1", + "damage": "1d6 B", + "range": "50 ft.", + "weapon_category": "Simple" + }, + { + "name": "Sling Bullets", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=442", + "summary": "These are small metal balls, typically either iron or lead, designed to be used as ammunition in slings.", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Ammunition" + }, + { + "name": "Smoking Sword", + "trait": "Evocation, Fire, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=908", + "summary": "Smoke constantly belches from this +1 magic longsword. Any hit with this sword deals 1 extra fire damage. You can use a special action while holding the sword to command the blade's edges to light on fire.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Solar Shellflower", + "trait": "Arcane, Fire, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1892", + "summary": "This +1 striking flintlock musket features multiple triangular panels that can be folded out of the stock, like the petals of a tigridia flower, that collect sunlight and feed it into the spark gun's core. All damage dealt by a solar shellflower is fire damage.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Songbird's Brush", + "trait": "Evocation, Good, Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1760", + "summary": "The blade of this +2 greater striking holy glaive shimmers with a prismatic sheen, as if faintly reflecting a rainbow. A songbird's brush sheds bright light in a 20-foot radius (and dim light for the next 40 feet). When wielded in combat, the sound of the blade cutting through the air creates a soft, musical trill as if produced by a songbird. Sacred to the faithful of Shelyn, a songbird's brush is so named for the fighting style developed by worshippers of the Eternal Rose, which equates its sweeping swings to painting with a brush. A songbird's brush grants a +2 item bonus to Performance checks made to dance or sing as long as the glaive is held in two hands.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Sonic Horn", + "trait": "Magical, Mounted, Sonic, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=29", + "summary": "This siege weapon consists of a horn-shaped nozzle, a base typically decorated with ornate musical notes, and two cranks attached to both sides of the base. Crystalline resonating orbs made from powdered soniphak horn are inserted into a compartment within the base. Once an orb is loaded and the nozzle aimed, both cranks must be turned. This causes compressors within the base to grind away at the resonating orb, crushing it and releasing the sonic energy contained within. To reduce the likelihood of these weapons causing hearing damage, horns come equipped with earplugs and colored flags to enable crew members to communicate without the need for speech.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Sonic Tuning Mace", + "trait": "Evocation, Magical, Sonic", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1075", + "summary": "This +1 striking thundering light mace has twin tips, perfectly spaced to resonate when striking foes.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Sonic Tuning Mace (Greater)", + "trait": "Evocation, Magical, Sonic", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1075", + "summary": "The mace is a +2 greater striking thundering light mace . When you activate the mace to cast sound burst , the spell is 6th level (DC 30).", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Soul Chain", + "trait": "Cursed, Evocation, Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1737", + "summary": "A soul chain is a +1 striking spiked chain that has become cursed after a forge-spurned used it to kill a creature and trap its soul. In the hands of a forge-spurned, a soul chain inflicts an additional 1d6 fire damage on a hit. Other creatures can use a soul chain as a standard +1 striking spiked chain. A soul chain fuses with its wielder the first time the wielder damages a living creature with the weapon. A character who dies while carrying a soul chain must attempt a DC 20 Will save; on a failure, they're immediately transformed into a forge-spurned. Carrying multiple soul chains doesn't increase the DC of the save, but the carrier must attempt the save once for each chain they carry.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Soulcutter", + "trait": "Magical, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3701", + "summary": "This +2 greater striking astral elven curve blade was the treasured weapon of the Calistrian witch Silisifex, who played several key roles in reclaiming Kyonin from Tanglebriar when the elves returned to Golarion. Although a witch, her mesmerizing skill with the curved blade rivaled that of many soldiers. Her reasons for leaving Soulcutter behind in Kyonin before her final mission into Tanglebriar in an attempt to purify Deathstalk Tower are unknown.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "South Wind's Scorch Song", + "trait": "Evocation, Fire, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1076", + "summary": "This +1 striking flaming scimitar is always warm to the touch, nearly unbearably so. Lines of crackling flame radiate from carnelians affixed to its curved and blackened blade, and its pommel ends in a brilliant tassel of phoenix feathers. While you have a status bonus to at least one of your Speeds, your Strikes with this scimitar that deal fire damage gain a +2 status bonus to their fire damage. The status bonus increases to +3 if the weapon has a greater striking rune and +4 for major striking.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Sovereign Steel Weapon (High-Grade)", + "trait": "Rare", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=778", + "summary": "Sovereign steel weapons are treated as cold iron against creatures with a weakness to cold iron, like demons and fey. In addition, the noqual in sovereign steel weapons disrupts spellcasters' concentration, causing them to become stupefied 1 for 1 round on a critical hit.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Sovereign Steel Weapon (Standard-Grade)", + "trait": "Rare", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=778", + "summary": "Sovereign steel weapons are treated as cold iron against creatures with a weakness to cold iron, like demons and fey. In addition, the noqual in sovereign steel weapons disrupts spellcasters' concentration, causing them to become stupefied 1 for 1 round on a critical hit.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Spark Dancer", + "trait": "Arcane, Fire, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1893", + "summary": "This +2 greater striking pepperbox cycles through several magical cores, swapping in new ones while the previous ones cool. The gun deals fire or electricity damage, alternating with each attack as it rotates cores. Arcadian gunslingers liken the rotating cores to a group of dancers, each taking their turn in the spotlight.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Sparkblade", + "trait": "Evocation, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=904", + "summary": "Faint, delicate etchings of lightning trace across the blade of this +1 cold iron shortsword. Cold iron is made from particularly pure sources of iron and shaped with little to no heat, resulting in weapons deadly to demons and fey alike. Once per day, you can spend 1 action to point the sparkblade at a foe within 30 feet of you and shoot an arc of lightning from the blade. This lightning can leap from your chosen foe to another creature you choose within 30 feet, dealing 2d4+4 electricity damage to each creature (DC 19 basic Reflex save).", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Spear", + "trait": "Monk, Thrown 20 ft.", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=365", + "summary": "A long metal shaft ending with a metal spike, a spear can be used one-handed as a melee weapon and can be thrown.", + "hands": "1", + "damage": "1d6 P", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Spellcutter", + "trait": "Abjuration, Cursed, Magical, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1457", + "summary": "The blade of this +2 greater striking adamantine longsword seems to absorb light from the air around it, giving the impression the wielder is standing in the shadow of a much larger creature. While Spellcutter is a potent weapon for battling undead and constructs, an ancient restriction on the blade prevents it from harming living creatures; attacks against living beings deal no damage. This restriction doesn't apply to dhampirs or creatures with the negative healing ability who are otherwise living; the magic of the blade can't distinguish between such beings and undead.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Spellender", + "trait": "Abjuration, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1092", + "summary": "This knife is a +1 striking returning dagger with a wide blade and thick wooden handle. A prayer for protection from evil magic is carved into the handle in tiny script, running around the handle in a spiral. The grooves of the carved prayer provide a good grip on the knife and make it easy to catch when it returns to your hand.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Spellguard Blade", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "", + "bulk": "L", + "url": "/Equipment.aspx?ID=3284", + "summary": "The guard of this +1 striking main-gauche is inscribed with eldritch glyphs that guard against magic. When you're benefiting from the circumstance bonus to AC from this weapon's parry trait, you also apply that circumstance bonus to your saving throws against spells that target you.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Spider Gun", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "2", + "url": "/Equipment.aspx?ID=1170", + "summary": "A spider gun is a +1 striking weapon. It's a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 poison damage with a range increment of 30 feet and reload 1. On a critical hit, the venom clings to the target and they take persistent poison damage equal to 1d4 + the number of weapon damage dice. A spider gun does not add critical specialization effects. The gun can be activated to fire webbing that hampers other creatures.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Spider Gun (Greater)", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "2", + "url": "/Equipment.aspx?ID=1170", + "summary": "The gun's webbing requires at least 15 slashing damage or 5 fire damage to clear away and the DC is 25.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Spider Gun (Major)", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "2", + "url": "/Equipment.aspx?ID=1170", + "summary": "A spider gun is a +1 striking weapon. It's a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 poison damage with a range increment of 30 feet and reload 1. On a critical hit, the venom clings to the target and they take persistent poison damage equal to 1d4 + the number of weapon damage dice. A spider gun does not add critical specialization effects. The gun can be activated to fire webbing that hampers other creatures.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Spike Launcher", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "2", + "url": "/Equipment.aspx?ID=1171", + "summary": "Built from the spiked tail of a manticore, a spike launcher is designed to launch large, spear-like projectiles. A spike launcher is a +1 striking weapon. It's a distinct type of martial firearm that deals 1d8 piercing damage. It has the backstabber, fatal aim d12, and kickback traits with a range increment of 120 feet and reload 2. It uses the critical specialization of the bow weapon group, rather than the firearm critical specialization.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Spiked Chain", + "trait": "Disarm, Finesse, Trip, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=417", + "summary": "This 4-foot-long length of chain is covered with barbs and has spikes on one or both ends. Some feature metal hoops used as handgrips.", + "hands": "2", + "damage": "1d8 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Spiked Gauntlet", + "trait": "Agile, Free-Hand", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=366", + "summary": "Providing the same defensive function as a standard gauntlet, this version has a group of spikes protruding from the knuckles to deliver piercing damage with a punch.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Spiral Athame", + "trait": "Abjuration, Artifact, Magical, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1817", + "summary": "The pommel of this +4 major striking disruptive ghost touch high-grade silver dagger is a black glass orb that contains a tiny blue comet that spirals through the orb's interior. Strikes with the dagger deal an additional 1d8 positive damage to worshippers of Urgathoa and to anyone who has ever created or summoned an undead creature.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Spiral Rapier", + "trait": "Disarm, Finesse, Parry, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=241", + "summary": "An old Taldan dueling weapon from the empire's height, this rapier has a thicker blade than normal, which is shaped into a corkscrew-like spiral well suited to catching enemy weapons.", + "hands": "1", + "damage": "1d6 P", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Spirit Thresher", + "trait": "Kholo, Sweep, Uncommon, Versatile S", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=478", + "summary": "Bones, some solid and others splintered, are affixed to metal chains at the end of a long stick to form a powerful flail. Many kholo warriors insist the vicious crack the weapon makes as it strikes loosens fragments of the soul like husks struck from grains.", + "hands": "2", + "damage": "1d12 B", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Spiritsight Crossbow", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3285", + "summary": "This +1 striking ghost touch crossbow has an array of crystalline lenses and silver fittings along the stock and feels strangely light. ", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Splinter Spear", + "trait": "Magical, Wood", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2646", + "summary": "The entirety of this +2 duskwood greater striking spear is made of worn, cracked, splintered wood, including the spearhead. These splinters never harm you when you hold the weapon, but when you hit with the spear, splinters break off in the target, dealing 1d6 persistent bleed damage.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Splinter Spear (Greater)", + "trait": "Magical, Wood", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2646", + "summary": "The spear is a +3 high-grade duskwood greater striking spear , and the activation's damage is 16d6 (DC 37).", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Splinter Spear (Major)", + "trait": "Magical, Wood", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=2646", + "summary": "The spear is a +3 high-grade duskwood major striking spear , and the activation's damage is 18d6 (DC 43).", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Splithead Bow", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3209", + "summary": "This +1 striking hauling longbow is lined with the flesh of a fallen hydra and ornate carvings on the grip that depict the hydra’s number of heads it had before it was slain. When you wield the bow in combat, you regain 2 Hit Points at the start of each of your turns.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Spoon Gun", + "trait": "Cobbled, Goblin, Modular B, P, or S, Scatter 5 ft., Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=225", + "summary": "No one's entirely certain who developed the spoon gun, but all authorities agree that it was probably a goblin. Essentially a terrible idea in firearm form, the spoon gun is a spring-powered hand cannon with a modified grip that uses miscellaneous knives, forks, chopsticks, and spoons as ammunition. Users typically upend the entire contents of their cutlery drawer into the gun, aim it in the general direction of the foe, and hope it hits something.", + "hands": "1", + "damage": "1d6 modular", + "range": "30 ft.", + "weapon_category": "Martial" + }, + { + "name": "Spore Sap", + "trait": "Evocation, Fungus, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=647", + "summary": "This flexible +2 striking sap is crafted from the stalks of cave fungi and bound around a mesh of spore-infused gills. Demon-worshipping xulgaths use spore saps to capture spellcasters alive for later sacrifice.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Spray Pellet", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=353", + "summary": "Specially prepared packet of spray pellets.", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Ammunition" + }, + { + "name": "Spraysling", + "trait": "Halfling, Propulsive, Scatter 5 ft., Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=340", + "summary": "A spraysling is similar to a standard sling but with a wider cup fitted with a thin blade affixed to the cup's edges. When used to make an attack …", + "hands": "1", + "damage": "1d6 B", + "range": "20 ft.", + "weapon_category": "Martial" + }, + { + "name": "Springald", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=8", + "summary": "A springald consists of a wooden board cranked backward and chutes that hold up to three oversized arrows. Rather than having a nock, each arrow has a flat back end. Releasing the board strikes the backs of the arrows, sending them hurtling through the air.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Staff", + "trait": "Monk, Two-Hand 1d8", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=367", + "summary": "This long piece of wood can aid in walking and deliver a mighty blow.", + "hands": "1", + "damage": "1d4 B", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Staff of Sun Wukong", + "trait": "Artifact, Divine, Unique", + "item_category": "Weapons", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3481", + "summary": "Also known as Ruyi Bang, this +3 major striking greater extending grievous bo staff is a legendary artifact wielded by the Monkey King, Sun Wukong. Unlike normal bo staves, the Staff of Sun Wukong is made of solid iron with two brilliant gold bands at either end.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Stargazer", + "trait": "Invested, Magical, Scrying, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1880", + "summary": "When you invest this clear quartz crystal ball, it orbits your head like an aeon stone. As long as you have the stargazer invested, you can use an Interact action to direct it to orbit one of your hands where you can telekinetically smash the orb into foes, wielding it as a +2 greater striking returning club. While you're directing the stargazer, your hand is full, and you can send it back to your head with another Interact action. On a critical hit, the stargazer pulses with hypnotic starlight, dazzling the struck creature for 1 round. A stargazer doesn't add critical specialization effects.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Starknife", + "trait": "Agile, Deadly d6, Finesse, Thrown 20 ft., Versatile S", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=399", + "summary": "From a central metal ring, four tapering metal blades extend like points on a compass rose. When gripping a starknife from the center, the wielder can use it as a melee weapon. It can also be thrown short distances.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Stasian Sled", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=62", + "summary": "Originally invented in Ustalav, a Stasian sled is instantly recognizable in any army that fields it. The device employs alchemically enhanced batteries, complex wire coils, and an adjustable rod arrangement to generate a directed blast of electricity. Early prototypes relied on an even-longer central rod and had to be used during thunderstorms as they drew power directly from natural lightning. With further developments in the understanding of Stasian technology, the Stasian sled is no longer weather dependent, though it does tend to go through batteries at a shocking rate. It’s no longer advisable to field a Stasian sled during a thunderstorm, as even though much of the equipment is grounded, the device still attracts lightning bolts like a lantern draws moths, invariably dealing significant damage to the crew. The typical crew wrangles the batteries, with one crew member operating the aiming mechanism via a crank.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Steam Artillery", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=63", + "summary": "Even without the explosive chemical reaction of black powder, it’s possible to achieve significant propulsion using steam. A steam artillery consists of a bronze tube, fire pot, and bellows attached to a wooden frame with wheels. A steam rocket is loaded into the tube, where it’s subjected to tightly focused heat from the coals in the fire pot fed by air from the bellows. Very quickly, the water within the corked rocket is converted to pressurized steam. Loading the weapon involves first inserting the rocket and then working the bellows.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Steelheart 21", + "trait": "Mounted, Rare", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=16", + "summary": "Named for Brondar Steelheart, one of the most important historical dwarven pioneers in the use of black powder, this remarkable piece of new Dongun artillery uses metallurgy and alchemy to negate nearly all of the immense amount of recoil a shot from a siege weapon usually produces. The barrel of the Steelheart 21 is suspended in a mix of alchemical fluids that first compress to dampen the recoil when fired, then expand to push the barrel back into place afterwards. The result reduces the amount of time needed to reset the aim of the siege weapon. The crew member who launches the Steelheart 21 can use the Quick Aim reaction (below), allowing them to adjust the weapon's aim on the fly as they fire to adapt to a faulty initial target, changing battlefield conditions, the use of illusions by the enemy, or any of a variety of other factors that lead to the need to alter the siege weapon's course.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Stiletto Pen", + "trait": "Agile, Concealable, Finesse, Thrown 10 ft., Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=137", + "summary": "This weapon is a fully functional, lavish ink pen with a clip that can be attached to a pocket or bandoleer and easily retrieved as a free action. Using an action to Interact with the pen allows its wielder to disengage a stiletto blade that slides free of the upper body or reattach the previously removed blade.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Stoneraiser Javelin", + "trait": "Conjuration, Earth, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=648", + "summary": "This stone-headed +2 striking returning javelin draws forth the power of the earth itself to strike at enemies. ", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Storm Flash", + "trait": "Electricity, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2873", + "summary": "This +2 greater striking shock rapier has a golden blade, and miniature electric arcs flash across its guard while it's wielded. When out of its sheath under an open sky, the blade causes storm clouds to gather slowly above.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Storm Flash (Greater)", + "trait": "Electricity, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2873", + "summary": "This is a +3 greater striking greater shock rapier . When activating the sword to cast lightning bolt, the spell is 8th rank (DC 38).", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Storm Hammer", + "trait": "Electricity, Evocation, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=909", + "summary": "Sparks of crackling electricity arc from this +1 magic warhammer, and the head thrums with distant thunder. Any hit with this hammer deals 1 extra electricity damage. You can use a special action while holding the hammer to transform the sparks into lightning bolts.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Storm Herald", + "trait": "Electricity, Magical, Sonic, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3210", + "summary": "This iridescent, black +2 striking shock thundering fighting fan is crafted from the crackling feathers of thunderbirds to resemble one of the beast’s mighty wings. Channeling the avian’s tempestuous nature, you are surrounded by a stormy shell of wind and electricity while wielding a storm herald, granting you resistance 5 to electricity and sonic damage.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Sukgung", + "trait": "Fatal Aim d12", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=341", + "summary": "The sukgung is an extremely efficient crossbow most common in the nation of Hwanggot. Capable of lethal shots at remarkable distances, the sukgung is well-balanced enough to be fired with one hand.", + "hands": "1", + "damage": "1d8 P", + "range": "200 ft.", + "weapon_category": "Martial" + }, + { + "name": "Sun Shot", + "trait": "Concussive, Propulsive, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=250", + "summary": "Sun slings use small metal bullets covered in sharp spikes known as sun shots. A bundle of 10 sun shots has light bulk and costs 1 sp.", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Ammunition" + }, + { + "name": "Sun Sling", + "trait": "Concussive, Propulsive, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=248", + "summary": "A sun sling is a small staff with a head of woven netting. The staff is small enough to hold in a single hand, making it useful for hit-and-run tactics, but once loaded with ammunition, it requires two hands to properly swing and fire. This is a martial ranged weapon.", + "hands": "1+", + "damage": "1d8 P", + "range": "100 ft.", + "weapon_category": "Martial" + }, + { + "name": "Switchscythe", + "trait": "Fatal d10, Gnome, Modular (P and grapple, or S and sweep), Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=242", + "summary": "Another complex gnome invention, the switchscythe is designed for versatility. The curved blade is partly hollow, containing a long rod of wood or metal; the rod can be pulled perpendicular to the blade, turning the switchscythe from a sweeping, axe-like blade into a hooked pick capable of grappling a foe.", + "hands": "1", + "damage": "1d6 P", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Sword Cane", + "trait": "Agile, Concealable, Finesse", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=400", + "summary": "This slender, rapier-like sword is concealed within a wooden or metal cane that serves as a sheath, making it an inconspicuous weapon easy to slip past inspections or into high-society events. A sword cane is typically 4 feet long when sheathed, and its hilt is usually capped with a wooden or metal decoration.", + "hands": "1", + "damage": "1d6 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Talonstrike Blade", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3859", + "summary": "This large +2 striking standard-grade silver bastard sword is the signature weapon of many veteran Eagle Knights. It’s easily recognized by its distinctively notched blade and the stylized wings adorning its cross guard. These blades are sometimes passed down from generation to generation.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Talwar", + "trait": "Forceful, Two-Hand d10, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=266", + "summary": "Longer, and with less curve than a scimitar , this blade is ubiquitous in guard and mercenary groups throughout Casmaron.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Tamchal Chakram", + "trait": "Agile, Deadly d6, Finesse, Thrown 20 feet, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=154", + "summary": "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.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Tar Spitter", + "trait": "Alchemical, Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=64", + "summary": "A tar spitter is a mass of tubes, pumps, and a copper tank mounted on an armored wagon. The tank is filled with hot tar under high pressure that can be sprayed from an aimed nozzle. The weaponized adhesive often roots enemies to the spot, making them easier prey for allied soldiers. Cleaning a tar spitter is a difficult task, and crew members usually wear thick leather aprons and gloves to avoid getting the tar on their skin.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Taw Launcher", + "trait": "Conrasu, Deadly d10, Modular (B, P, or S), Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=342", + "summary": "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.", + "hands": "2", + "damage": "1d10 modular", + "range": "100 ft.", + "weapon_category": "Advanced" + }, + { + "name": "Teekdoon", + "trait": "Portable, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "15", + "url": "/SiegeWeapons.aspx?ID=32", + "summary": "While the official name of this contraption is the “portable catapult,” it gained the name “teekdoon” as a reference to the weapon’s initial inspiration: the diving takedowns of peregrine falcons. However, it replaces elegant dives with the brute force of falling weights that hit targets from above.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Tekko-Kagi", + "trait": "Agile, Disarm, Finesse, Free-Hand, Monk, Parry, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=304", + "summary": "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.", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Temperbrand", + "trait": "Fire, Magical, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=3489", + "summary": "When the mighty fire-and-metal elemental Temperbrand is defeated, their corpse transforms into a +3 major striking greater flaming grievous shifting maul made of what appears to be molten steel, though it behaves as if it were made of solid metal. When a creature first picks up Temperbrand, they must succeed at a DC 43 Will save to establish their dominance over the weapon. On a success, they become Temperbrand's only accepted wielder and may use the weapon normally. On a failure, the character takes 20d6 fire damage (40d6 fire damage on a critical failure) and drops the weapon as it melts away into slag and immediately reforms in an adjacent space. A new attempt to establish dominance can be made by picking the weapon up again and attempting a new Will save. Once Temperbrand has an accepted wielder, it can't be wielded by anyone else unless the accepted wielder intentionally permits it, declaring so in a loud voice; this permission can be rescinded in a similar manner. Anyone else trying to wield Temperbrand after it has accepted a wielder takes fire damage and causes the weapon to melt away as if they failed the Will save to wield it.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Temple Sword", + "trait": "Monk, Trip, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=418", + "summary": "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.", + "hands": "1", + "damage": "1d8 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Tengu Gale Blade", + "trait": "Agile, Disarm, Finesse, Tengu, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=479", + "summary": "This fan-shaped sword designed by tengu smiths has five broad blades that join at its hilt. Tengu sailors use them as makeshift weather vanes, for the sword spins in the wind’s direction when loosely held aloft.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Tentacle Cannon", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "2", + "url": "/Equipment.aspx?ID=1172", + "summary": "A tentacle cannon is a +1 striking weapon, built using components from squids, krakens, and sometimes even stranger tentacled creatures like alghollthu. 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.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Tentacle Cannon (Greater)", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "2", + "url": "/Equipment.aspx?ID=1172", + "summary": "A greater tentacle cannon is a +2 greater striking weapon . It has a +20 bonus to Grapple, and its ink spray DC is 30.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Tentacle Cannon (Major)", + "trait": "Evocation, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Beast Guns", + "bulk": "2", + "url": "/Equipment.aspx?ID=1172", + "summary": "A major tentacle cannon is a +3 greater striking weapon . It has a +27 bonus to Grapple, and its ink spray DC is 37.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Tetsubo", + "trait": "Razing, Shove, Sweep, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "3", + "url": "/Weapons.aspx?ID=493", + "summary": "The tetsubo is a war club constructed out of heavy wood shod with iron studs, designed for smashing through armor and defenses. A tetsubo made entirely out of metal might also be referred to as a kanabo.", + "hands": "2", + "damage": "1d10 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Thorn Brush", + "trait": "Holy, Magical, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3639", + "summary": "This +2 greater striking holy shifting morningstar has a head that appears to be a deep crimson metal rose with thorny petals. When you activate a thorn brush to Shift Weapon, you can cause it to take the shape of a painter’s brush. While in this shape, it can’t be used as a weapon (it can still be activated to Shift Weapon back into a morningstar), but it does grant a +2 item bonus to Crafting checks to paint or otherwise use the tool while creating artwork.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Thorn Whip", + "trait": "Disarm, Finesse, Ghoran, Reach, Trip, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=267", + "summary": "Carefully woven from plant fibers, the thorn whip sports small spikes that protrude from various locations.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Three Peaked Tree (Melee)", + "trait": "Critical Fusion, Elf, Tethered, Thrown 20 ft., Uncommon, Combination", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=223", + "summary": "A recently developed weapon created for an elven champion from Jinin, the three-peaked tree can be used as both a trident and a mithral tree . A …", + "hands": "2", + "damage": "1d8 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Three Peaked Tree (Ranged)", + "trait": "Combination, Concussive, Elf, Fatal d10, Parry, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=223", + "summary": "A recently developed weapon created for an elven champion from Jinin, the three-peaked tree can be used as both a trident and a mithral tree . A …", + "hands": "2", + "damage": "1d6 P", + "range": "60 ft.", + "weapon_category": "Martial" + }, + { + "name": "Three-Section Naginata", + "trait": "Deadly d8, Forceful, Sweep, Uncommon, Versatile B", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=305", + "summary": "A fusion of a naginata and sansetsukon , this three-section weapon has a sweeping, curved blade along each of the outer sections. Though difficult …", + "hands": "2", + "damage": "1d8 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Throwing Knife", + "trait": "Agile, Finesse, Thrown 20 ft.", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=243", + "summary": "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 throwing specialists.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Thunder Sling", + "trait": "Agile, Propulsive, Tengu, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=480", + "summary": "Tengu use these specialized slings to fire darts further and with greater force than when thrown by hand. 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.", + "hands": "1", + "damage": "1d6 P", + "range": "50 ft.", + "weapon_category": "Martial" + }, + { + "name": "Thundercrasher", + "trait": "Arcane, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1894", + "summary": "While looking straight down the barrel of this +1 striking blunderbuss, 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.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Thundering Fury Dadao", + "trait": "Evocation, Magical, Rare, Sonic", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3166", + "summary": "This massive, curved blade roars when it crashes down on opponents, seemingly intent on subduing them with sheer force. It's said materials for the first thundering fury dadaos came from the hide of Yorak, the Horned Thunder, a legendary kaiju that roams the Shanguang desert. The lack of embellishments on this +2 striking thundering greatsword belies a weapon of deadly efficacy.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Thundermace", + "trait": "Backswing, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=244", + "summary": "This deceptively dangerous weapon is essentially a mace with a longer haft and larger, often flanged head.", + "hands": "2", + "damage": "1d8 B", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Tidal Crossbow", + "trait": "Magical, Rare, Water", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3211", + "summary": "The beak and talons of a tidehawk form the triggering mechanism of this +2 greater striking crossbow. Its grip is constantly damp, though this doesn’t affect your ability to keep ahold of the weapon. When used in aquatic combat, a tidal crossbow doesn’t have its range increments halved. A tidal crossbow deals 1d4 additional bludgeoning damage on a successful Strike. On a critical hit, the bow’s additional damage is instead 1d4 bludgeoning splash damage, and the target must succeed at a DC 31 Reflex save or be pushed back 5 feet. The bow critical specialization effect applies to creatures with the water trait even if it wouldn’t normally.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Tidal Fishhook", + "trait": "Magical, Rare, Transmutation, Water", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1485", + "summary": "This +2 greater striking returning combat grapnel takes the form of a fishhook made of scavenged bones and stone with a cord of braided water. Attacks with a tidal fishhook don't take any of the normal penalties for fighting underwater. A broken (but not destroyed) tidal fishhook can be fully repaired by submerging it in an ocean for 1 minute.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Tiger Fork", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3474", + "summary": "The tiger fork is a +1 trident with the disarm and grapple traits. It has wide, flaring prongs that can be used to fend off deadly beasts and entrap opponents during combat. While you have another creature Grabbed with the tiger fork, you gain a +1 circumstance bonus to saves against forced movement effects.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Tiger's Claw", + "trait": "Illusion, Primal, Rare", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1186", + "summary": "This +2 striking fearsome dueling pistol is made from fine tigerwood, with the head of a tiger as the muzzle. Beneath the tiger head is a claw shaped bayonet. One of a set of four guns crafted as a gift to a Zenj family for delivery of rare healing and disease-abating herbs during an outbreak of a deadly disease in the Grand Duchy of Alkenstar, these firearms are now passed down to those who have done brave acts in service to the Zenj people. The flintlock sparks thrown by this weapon take the shape of pouncing tigers and the firearm's report sounds like a tiger's growl. Clever wielders use the firearm's report to panic their prey into mistakes and then pounce for the kill.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Tonfa", + "trait": "Agile, Finesse, Monk, Parry, Twin, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=245", + "summary": "These L-shaped fighting batons are good for striking and blocking. The wielder holds the handle and either spins the stick or strikes with the stick covering the forearm.", + "hands": "1", + "damage": "1d4 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Torag's Silver Anvil", + "trait": "Divine, Magical, Transmutation, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=575", + "summary": "This portable silver anvil has a narrow hoop on one end, through which a long, sturdy chain has been strung. Torag's Silver Anvil can be wielded as a +3 holy greater flaming greater striking silver meteor hammer. Outside of combat, the anvil can be used with a hammer as an incredibly effective portable forge, heating up the metal to be forged without a furnace and granting a +3 item bonus to Crafting checks involving metalworking. When you use the anvil to successfully Repair a metal item, the item recovers an additional 10 Hit Points (or an additional 20 on a critical success).", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Trapdoor Actuator", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=33", + "summary": "Trapdoor actuators are designed to be well hidden (usually as part of a cliff face) and operated by small, untrained crews. Cleverly designed springs launch an iron rod from the protective wall. Typically, this level of camouflage allows the trapdoor actuator to remain unnoticed unless a creature succeeds at a DC 18 Perception check to spot it. After a launch, the trapdoor actuator’s camouflage can be reset as a two-action activity.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Trebuchet", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=9", + "summary": "Built with a long wooden arm and a heavy counterweight, a trebuchet can hurl massive projectiles from a large sling, releasing the projectile at the ideal point in the arm's arc.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Tri-Bladed Katar", + "trait": "Disarm, Fatal d8, Monk, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=540", + "summary": "This punching dagger resembles the standard katar, save that a pair of blades can be folded out from the center blade, transforming the weapon into a starburst shape well suited to catching foes' weapons.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Tricky Pick", + "trait": "Backstabber, Fatal d10, Kobold, Modular (B, P, or S), Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=481", + "summary": "This ingenious kobold pick conceals several hidden traps that the wielder can activate to trick and befuddle foes with a variety of damaging blades and bludgeoning surfaces.", + "hands": "1", + "damage": "1d6 modular", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Trident", + "trait": "Thrown 20 ft.", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=401", + "summary": "This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown.", + "hands": "1", + "damage": "1d8 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Triggerbrand (Melee)", + "trait": "Critical Fusion, Finesse, Versatile S, Combination, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=257", + "summary": "This unusual combination weapon integrates features of a flintlock pistol and a shortsword. Like other combination weapons, a wielder can transform it between ranged and melee modes as an Interact action.", + "hands": "1", + "damage": "1d6 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Triggerbrand (Ranged)", + "trait": "Combination, Concussive, Fatal d8, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=257", + "summary": "This unusual combination weapon integrates features of a flintlock pistol and a shortsword. Like other combination weapons, a wielder can transform it between ranged and melee modes as an Interact action.", + "hands": "1", + "damage": "1d4 P", + "range": "30 ft.", + "weapon_category": "Martial" + }, + { + "name": "Trollhound Pick", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=3212", + "summary": "This +1 striking greatpick bears a head studded with the tusks of a trollhound . ", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Twining Staff", + "trait": "Magical, Wood", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": " to 2", + "url": "/Equipment.aspx?ID=2874", + "summary": "Appearing to be just a small, flat disk made of twigs, this item can grow and shrink. Once formed, this oak staff is carved with twisting patterns along its length.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Twisting Gale", + "trait": "Force, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "", + "bulk": "2", + "url": "/Equipment.aspx?ID=3475", + "summary": "This +2 greater striking impactful sansetsukon is made of metal colored pale blue that echoes howling winds when swung and emits the force of a storm when it connects.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Ugly Cute's Gift", + "trait": "Magical, Transmutation, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2689", + "summary": "This spiky, stony fragment shed from Ugly Cute's carapace fits quite comfortably over the hand. Though a little bulkier than the typical gauntlet, it still functions as a +1 spiked gauntlet.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Ulfen Shieldbreaker", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3860", + "summary": "The axe and shield are signature weapons of war and powerful cultural symbols for the Ulfen people. Duels among Ulfen warriors that don’t end in death are traditionally called when one of the combatants’ shield shatters, leading experienced warriors to take as much pride in the resilience of their shields as the sharpness of their axes. This has led to something of an ongoing rivalry between Ulfen armorers seeking to craft unbreakable shields and those seeking to forge unstoppable weapons, with this distinctively bearded +1 striking battle axe representing the current pinnacle of the latter group’s craft.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Umbrella Injector", + "trait": "Concealable, Finesse, Injection, Parry, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=171", + "summary": "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.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Undead Scourge", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3861", + "summary": "An undead scourge is a +1 striking vitalizing dagger with a bluish-white metal blade that emits a faint glow. These used to be weapons of Pharasmin undead slayers only, but the slayers have since shared the secrets of their creation with the Knights of Lastwall.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Urumi", + "trait": "Deadly d10, Sweep, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=306", + "summary": "A bouquet of whiplike blades extends from the hilt of this sword, enabling deadly, sweeping attacks.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Ustradi Long Cannon", + "trait": "Mounted, Rare", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=65", + "summary": "The Ustradi long cannon is an incredibly expensive and deadly bombard, designed by the engineers of the Gunworks near Alkenstar in an attempt to craft a slightly more portable version of the feared Maw of Rovagug. Named after the nearby lake, the Ustradi long cannon fires massive, specially made stone spheres propelled by gunpowder explosions in the barrel. Due to its size and weight, it’s difficult to move along its wide runners, especially through muddy terrain. Only a couple of Ustradi long cannons have been built, and no one has yet to commission another as the materials alone cost a small fortune.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Vampire-Fang Morningstar", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1888", + "summary": "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.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Vampiric Scythe", + "trait": "Evil, Magical, Necromancy, Negative, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "2", + "url": "/Equipment.aspx?ID=1287", + "summary": "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.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Vashu's Ninth Life", + "trait": "Magical, Transmutation, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3150", + "summary": "This +1 striking ghost touch katana is made from a whisker stolen from the king of cats over three hundred years ago by a catfolk rogue named Vashu Vigaru. He sought the magic of the whisker to preternaturally extend his life, and some believe he still lives, having successfully divested himself of the sword to escape the king's wrath in the end.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Venom Lash", + "trait": "Magical, Poison, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3666", + "summary": "With careful alchemical treatments, orc weaponsmiths can enhance the durability and flexibility of giant scorpion tails to create multi-headed +1 striking flails. Additional enchantments allow the stingers to generate their own venom. When you would apply this flail’s critical specialization, you can instead deal 1d6 persistent poison damage to the target. You gain an item bonus to the persistent poison damage equal to the weapon’s item bonus to attack rolls.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Vine of Roses", + "trait": "Evocation, Good, Light, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1384", + "summary": "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.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Vine Whip", + "trait": "Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=1889", + "summary": "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.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Viper Rapier", + "trait": "Apex, Invested, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=2145", + "summary": "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 quickstrike 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 modifier by 1 or increase it to +4, whichever would give you a higher value.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Visap", + "trait": "Agile, Finesse, Injection, Uncommon, Versatile P, Vishkanya", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=268", + "summary": "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.", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Volley Gun", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=66", + "summary": "Another design originating from the snow-covered land of Irrisen, the volley gun trades the power of black-powder cannons for a high rate of fire at a much smaller caliber. The nine barrels of the volley gun are triggered via a crank, rotating around the central shaft. The weapon is reloaded by slotting a single block placed into the breach, allowing each of the nine barrels to be fired before this mounted gun needs to be reloaded.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Wakizashi", + "trait": "Agile, Deadly d8, Finesse, Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=419", + "summary": "This short-bladed, single-edged sword is typically carried as part of a pair alongside a katana .", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "War Flail", + "trait": "Disarm, Sweep, Trip", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=402", + "summary": "This large flail has a long shaft connected to a shorter piece of stout wood or metal that's sometimes inlaid with spikes.", + "hands": "2", + "damage": "1d10 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "War Gavel", + "trait": "Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=507", + "summary": "A war gavel is similar in construction to a palstave axe, but instead of inserting a metal wedge, it uses a heavier wooden head that is either carved into several points or inset with pointed objects like the teeth of large mammals.", + "hands": "1", + "damage": "1d6 B", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "War Javelin", + "trait": "Tethered, Thrown 30 ft., Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=512", + "summary": "A war javelin is similar to a standard javelin , but made of sturdier woods with additional leather grips to make it suitable as a melee weapon and …", + "hands": "1", + "damage": "1d6 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "War Lance", + "trait": "Deadly d8, Jousting d6, Parry, Shove, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=534", + "summary": "This lance appears shorter and stockier in comparison to other weapons of its type. The war lance notably features shielding integrated into its vamplate, exchanging its reach for a sturdier base when defending against attacks or attempting to overpower an opponent.", + "hands": "2", + "damage": "1d8 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "War Razor", + "trait": "Agile, Backstabber, deadly d8, Finesse", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=525", + "summary": "A war razor is an exaggerated version of the barbers' tool. It's a brittle but extremely sharp weapon that is very easy to slip into a pocket or sleeve.", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Warhammer", + "trait": "Shove", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=403", + "summary": "Favored Weapon Azathoth, Grask Uldeth, Kerkamoth, Kostchtchie, Lady Nanbyo, Magrim, Minderhal, Shapes of the Fading Luster, Stone's Blood, The Laborer's Bastion, Torag, Trudd", + "hands": "1", + "damage": "1d8 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Warpglass Weapon (High-Grade)", + "trait": "Rare", + "item_category": "Weapons", + "item_subcategory": "Precious Material Weapons", + "bulk": "", + "url": "/Equipment.aspx?ID=898", + "summary": "If you critically hit a creature with a Strike with a warpglass weapon, the target is affected by a warpwave and automatically fails its saving throw.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Web Launcher", + "trait": "Magical, Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=67", + "summary": "Fashioned from the desiccated carapace of a large spider or materials constructed to look like a spider attached to a wagon, a web launcher can eject a mass of sticky spider’s silk. Not only can the webbing pummel and entangle enemy armies, it is also used to create easily climbable surfaces to scale enemy fortifications. Multiple cultures across and beneath Golarion, especially those who live in environments where spiders are distressingly common, have arrived at this design in an interesting example of parallel thinking that war historians have studied for centuries.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Wheel Blades", + "trait": "Agile, Attached, Free-Hand", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "", + "url": "/Weapons.aspx?ID=231", + "summary": "A set of large blades have been attached to your chair's wheels. While in the chair, you gain a wheel blade Strike. Your wheel blade deals 1d4 slashing damage and has the agile, attached, and free-hand traits. A wheel blade is a simple melee weapon in the sword weapon group. You can etch weapon runes onto wheel blades. A wheelchair can only have one attached weapon.", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Wheel Spikes", + "trait": "Agile, Attached, Free-Hand", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "", + "url": "/Weapons.aspx?ID=232", + "summary": "A set of thick, sharp spikes have been added to the chair's wheels, granting you a piercing attack. While in the chair, you gain a wheel spike Strike. Your wheel spike deals 1d4 piercing damage and has the agile, attached, and free-hand traits. A wheel spike is a simple melee weapon in the knife weapon group. You can etch weapon runes onto wheel spikes. A wheelchair can only have one attached weapon", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Simple" + }, + { + "name": "Whip", + "trait": "Disarm, Finesse, Nonlethal, Reach, Trip", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=404", + "summary": "Favored Weapon Aakriti, Abraxas, Ahriman, Calistria, Dahak, Gendowyn, Gogunta, Kelinahat, Lissala, Lissala, Matravash, Moloch, Ozranvial, Ragadahn, Ranginori, Selket", + "hands": "1", + "damage": "1d4 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Whip Claw", + "trait": "Catfolk, Finesse, Hampering, Reach, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=482", + "summary": "The whip claw is a long tether affixed to claw-like daggers, allowing the wielder to fling and retract them with deadly precision. Catfolk first developed this weapon to provide extended reach when hunting dangerous animals, and they wield them with unmatched expertise.", + "hands": "2", + "damage": "1d6 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Whip of Compliance", + "trait": "Enchantment, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=593", + "summary": "The handle of this braided leather +1 striking whip is made from the hairs of a variety of rare and mythical animals. When used against an animal, the whip of compliance can potentially force the target to follow your commands.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Whip-Tongue Sling", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=3213", + "summary": "This is a +2 striking sling made from the neck, jaw, and tongue of a mobogo to resemble its mouth. The tongue curls around each bullet, which is thrown with the snap of your wrist. Each throw causes a small croak to echo from the sling.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Whipstaff", + "trait": "Agile, Finesse, Monk, Parry, Sweep, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=308", + "summary": "The whipstaff is a 5-foot-long staff carved from alchemically treated wood. Exceptionally light and well-balanced, whipstaffs are favored by travelers and martial artists who prioritize speed over power.", + "hands": "2", + "damage": "1d6 B", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Windlass Bolas", + "trait": "Clockwork, Magical", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1873", + "summary": "Clockwork mechanisms tick away inside the weights of these +1 striking returning bolas , spooling out more cord in midair. ", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Wintershot", + "trait": "Magical, Unique", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "1", + "url": "/Equipment.aspx?ID=3702", + "summary": "This +2 greater striking frost composite shortbow belonged to a legendary scout, Jelarial, who found herself in command of a company of elves fleeing Mierani north into the Crown of the World to escape the doom of Earthfall thousands of years ago. Wintershot resurfaced during the war to reclaim Kyonin from Tanglebriar several thousand years later, wielded by a succession of mysterious snipers whose movements through the woodland confounded the demons, so much so that it gave rise to rumors that Jelarial’s ghost had returned to the south to aid her kin in a time of need.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Wish Blade", + "trait": "Disarm, Geniekin, Resonant, Two-Hand 1d10, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=150", + "summary": "Specialized grooves lined with unique, alchemically treated metals capable of retaining energy score the length of this sword. The first wish blades originated from genie smiths, and the knowledge of these weapons has been passed on to generations of geniekin, earning them the name wish blades.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Wish Knife", + "trait": "Agile, Disarm, Finesse, Geniekin, Resonant, Uncommon, Versatile S", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=151", + "summary": "Much like a wish blade, the length of this knife is scored with intricate grooves capable of retaining energy. Wish knives are lighter than their counterparts, making them the weapon of choice for agile combatants.", + "hands": "1", + "damage": "1d4 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Wolf Fang", + "trait": "Mounted, Uncommon", + "item_category": "Siege Weapons", + "item_subcategory": "", + "bulk": "", + "url": "/SiegeWeapons.aspx?ID=68", + "summary": "Orcs of Belkzen pioneered the invention of this siege engine, which merges the concepts of battering ram and catapult. A large stone block, one end honed to be like the engine’s namesake wolf fang, is attached to a wooden arm that can be winched back. When the lever is pulled, the arm swings the block forward with great force, the stone piercing almost any object directly ahead of it.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Wooden Taws", + "trait": "", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=152", + "summary": " Nethys Note: no description was provided for this item. ", + "hands": "", + "damage": "", + "range": "", + "weapon_category": "Ammunition" + }, + { + "name": "Wordreaper", + "trait": "Divination, Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Specific Magic Weapons", + "bulk": "L", + "url": "/Equipment.aspx?ID=1500", + "summary": "The blade of this +1 sickle is engraved to look like the curving feather of a particularly elaborate quill. The wooden handle has a pen nib at the base. You can use the wordreaper's handle as an ink pen and it never runs out of ink.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Worldringer", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3477", + "summary": "This +1 striking khakkhara is topped by an ornate finial depiction of a small-statured traveler with animal companions. While the rings of a khakkhara are normally meant to alert others of one’s presence, the magic of the worldringer enhances the chimes to entreat upon those who hear it.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Worldringer (Greater)", + "trait": "Magical, Uncommon", + "item_category": "Weapons", + "item_subcategory": "", + "bulk": "1", + "url": "/Equipment.aspx?ID=3477", + "summary": "This +1 striking khakkhara is topped by an ornate finial depiction of a small-statured traveler with animal companions. While the rings of a khakkhara are normally meant to alert others of one’s presence, the magic of the worldringer enhances the chimes to entreat upon those who hear it.", + "hands": "", + "damage": "", + "range": "" + }, + { + "name": "Wrecker (Melee)", + "trait": "Dwarf, Razing, Reach, Combination, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=348", + "summary": "The wrecker combines a dwarven dorn-dergar with a heavy, gear-reinforced arm cover that allows it to be fired like an oversized sling, then retrieved and reloaded by manually activating a clockwork spool. A wrecker must be loaded to be switched from its ranged configuration to its melee configuration.", + "hands": "2", + "damage": "1d8 B", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Wrecker (Ranged)", + "trait": "Combination, Dwarf, Ranged Trip, Razing, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "2", + "url": "/Weapons.aspx?ID=348", + "summary": "The wrecker combines a dwarven dorn-dergar with a heavy, gear-reinforced arm cover that allows it to be fired like an oversized sling, then retrieved and reloaded by manually activating a clockwork spool. A wrecker must be loaded to be switched from its ranged configuration to its melee configuration.", + "hands": "2", + "damage": "1d6 B", + "range": "20 ft.", + "weapon_category": "Advanced" + }, + { + "name": "Wrist Launcher", + "trait": "Agile, Concealable, Free-Hand, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=355", + "summary": "This slender tube is attached to a large strap worn on the forearm. You can fire a dart from the tube with a twist of the wrist. The wrist launcher uses darts as ammunition.", + "hands": "1", + "damage": "1d4 P", + "range": "30 ft.", + "weapon_category": "Martial" + }, + { + "name": "Zhuazhi Bang", + "trait": "Disarm, Grapple, Razing, Trip, Uncommon", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "L", + "url": "/Weapons.aspx?ID=494", + "summary": "This niche close-combat weapon resembles a flail with articulated talons used to hook onto an opponent’s clothing or armor.", + "hands": "1", + "damage": "1d6 P", + "range": "", + "weapon_category": "Martial" + }, + { + "name": "Zulfikar", + "trait": "Deadly d8, Disarm, Sweep, Uncommon, Versatile P", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=269", + "summary": "This curved blade has a bifurcated tip, creating what looks like a second blade. It's a customary practice among zulfikar users to have religious or personal inscriptions upon the blade.", + "hands": "1", + "damage": "1d6 S", + "range": "", + "weapon_category": "Advanced" + }, + { + "name": "Scharfschützengewehr", + "trait": "Deadly d12, Concussive, Sniper, Reload 1, Repetieren 1, Kickback, Faltbar", + "item_category": "Weapons", + "item_subcategory": "Base Weapons", + "bulk": "1", + "url": "/Weapons.aspx?ID=269", + "summary": "Burhan mag BigMacs", + "hands": "2", + "damage": "1d10 P", + "range": "", + "weapon_category": "Martial" + } +] \ No newline at end of file diff --git a/server/prisma/migrations/20260118225853_add_equipment_detail_fields/migration.sql b/server/prisma/migrations/20260118225853_add_equipment_detail_fields/migration.sql new file mode 100644 index 0000000..a7a5ae6 --- /dev/null +++ b/server/prisma/migrations/20260118225853_add_equipment_detail_fields/migration.sql @@ -0,0 +1,16 @@ +-- AlterTable +ALTER TABLE "Equipment" ADD COLUMN "ac" INTEGER, +ADD COLUMN "armorCategory" TEXT, +ADD COLUMN "armorGroup" TEXT, +ADD COLUMN "checkPenalty" INTEGER, +ADD COLUMN "damageType" TEXT, +ADD COLUMN "dexCap" INTEGER, +ADD COLUMN "duration" TEXT, +ADD COLUMN "reload" TEXT, +ADD COLUMN "shieldBt" INTEGER, +ADD COLUMN "shieldHardness" INTEGER, +ADD COLUMN "shieldHp" INTEGER, +ADD COLUMN "speedPenalty" INTEGER, +ADD COLUMN "strength" INTEGER, +ADD COLUMN "usage" TEXT, +ADD COLUMN "weaponGroup" TEXT; diff --git a/server/prisma/schema.prisma b/server/prisma/schema.prisma index 9dcdff7..20f11ef 100644 --- a/server/prisma/schema.prisma +++ b/server/prisma/schema.prisma @@ -482,18 +482,41 @@ model Equipment { id String @id @default(uuid()) name String @unique traits String[] - itemCategory String + itemCategory String // "Weapons", "Armor", "Consumables", "Shields", etc. itemSubcategory String? - bulk String? + bulk String? // "L" for light, "1", "2", etc. url String? summary String? - activation String? - hands String? - damage String? - range String? - weaponCategory String? - price Int? // In CP level Int? + price Int? // In CP + + // Weapon-specific fields + hands String? + damage String? // "1d8 S", "1d6 P", etc. + damageType String? // "S", "P", "B" (Slashing, Piercing, Bludgeoning) + range String? + reload String? + weaponCategory String? // "Simple", "Martial", "Advanced", "Ammunition" + weaponGroup String? // "Sword", "Axe", "Bow", etc. + + // Armor-specific fields + ac Int? + dexCap Int? + checkPenalty Int? + speedPenalty Int? + strength Int? // Strength requirement + armorCategory String? // "Unarmored", "Light", "Medium", "Heavy" + armorGroup String? // "Leather", "Chain", "Plate", etc. + + // Shield-specific fields + shieldHp Int? + shieldHardness Int? + shieldBt Int? // Broken Threshold + + // Consumable/Equipment-specific fields + activation String? // "Cast A Spell", "[one-action]", etc. + duration String? + usage String? characterItems CharacterItem[] } diff --git a/server/prisma/seed-equipment.ts b/server/prisma/seed-equipment.ts new file mode 100644 index 0000000..daf8443 --- /dev/null +++ b/server/prisma/seed-equipment.ts @@ -0,0 +1,254 @@ +import 'dotenv/config'; +import * as fs from 'fs'; +import * as path from 'path'; +import { PrismaClient } from '../src/generated/prisma/client.js'; +import { PrismaPg } from '@prisma/adapter-pg'; + +const adapter = new PrismaPg({ connectionString: process.env.DATABASE_URL }); +const prisma = new PrismaClient({ adapter }); + +interface WeaponJson { + name: string; + trait: string; + item_category: string; + item_subcategory: string; + bulk: string; + url: string; + summary: string; + hands?: string; + damage?: string; + range?: string; + weapon_category?: string; +} + +interface ArmorJson { + name: string; + trait: string; + item_category: string; + item_subcategory: string; + bulk: string; + url: string; + summary: string; + ac?: string; + dex_cap?: string; +} + +interface EquipmentJson { + name: string; + trait: string; + item_category: string; + item_subcategory: string; + bulk: string; + url: string; + summary: string; + activation?: string; +} + +function parseTraits(traitString: string): string[] { + if (!traitString || traitString.trim() === '') return []; + return traitString.split(',').map(t => t.trim()).filter(t => t.length > 0); +} + +function parseDamage(damageStr: string): { damage: string | null; damageType: string | null } { + if (!damageStr || damageStr.trim() === '') return { damage: null, damageType: null }; + + // Parse strings like "1d8 S", "1d6 P", "2d6 B" + const match = damageStr.match(/^(.+?)\s+([SPB])$/i); + if (match) { + return { damage: match[1].trim(), damageType: match[2].toUpperCase() }; + } + return { damage: damageStr, damageType: null }; +} + +function parseNumber(str: string | undefined): number | null { + if (!str || str.trim() === '') return null; + const num = parseInt(str, 10); + return isNaN(num) ? null : num; +} + +async function seedWeapons() { + const dataPath = path.join(__dirname, 'data', 'weapons.json'); + const data: WeaponJson[] = JSON.parse(fs.readFileSync(dataPath, 'utf-8')); + + console.log(`⚔️ Importing ${data.length} weapons...`); + + let created = 0; + let updated = 0; + let errors = 0; + + for (const item of data) { + try { + const { damage, damageType } = parseDamage(item.damage || ''); + + // Check if exists first + const existing = await prisma.equipment.findUnique({ where: { name: item.name } }); + + if (existing) { + // Update with weapon-specific fields + await prisma.equipment.update({ + where: { name: item.name }, + data: { + hands: item.hands || existing.hands, + damage: damage || existing.damage, + damageType: damageType || existing.damageType, + range: item.range || existing.range, + weaponCategory: item.weapon_category || existing.weaponCategory, + // Don't overwrite traits/summary if already set + traits: existing.traits.length > 0 ? existing.traits : parseTraits(item.trait), + summary: existing.summary || item.summary || null, + }, + }); + updated++; + } else { + await prisma.equipment.create({ + data: { + name: item.name, + traits: parseTraits(item.trait), + itemCategory: item.item_category || 'Weapons', + itemSubcategory: item.item_subcategory || null, + bulk: item.bulk || null, + url: item.url || null, + summary: item.summary || null, + hands: item.hands || null, + damage, + damageType, + range: item.range || null, + weaponCategory: item.weapon_category || null, + }, + }); + created++; + } + } catch (error: any) { + if (errors === 0) { + // Print full error for first failure only + console.log(` ⚠️ First error for "${item.name}":`); + console.log(error.message); + } + errors++; + } + } + + console.log(` ✅ Created: ${created}, Updated: ${updated}, Errors: ${errors}`); +} + +async function seedArmor() { + const dataPath = path.join(__dirname, 'data', 'armor.json'); + const data: ArmorJson[] = JSON.parse(fs.readFileSync(dataPath, 'utf-8')); + + console.log(`🛡️ Importing ${data.length} armor items...`); + + let created = 0; + let updated = 0; + let errors = 0; + + for (const item of data) { + try { + const existing = await prisma.equipment.findUnique({ where: { name: item.name } }); + + if (existing) { + // Update with armor-specific fields + await prisma.equipment.update({ + where: { name: item.name }, + data: { + ac: parseNumber(item.ac) ?? existing.ac, + dexCap: parseNumber(item.dex_cap) ?? existing.dexCap, + traits: existing.traits.length > 0 ? existing.traits : parseTraits(item.trait), + summary: existing.summary || item.summary || null, + }, + }); + updated++; + } else { + await prisma.equipment.create({ + data: { + name: item.name, + traits: parseTraits(item.trait), + itemCategory: item.item_category || 'Armor', + itemSubcategory: item.item_subcategory || null, + bulk: item.bulk || null, + url: item.url || null, + summary: item.summary || null, + ac: parseNumber(item.ac), + dexCap: parseNumber(item.dex_cap), + }, + }); + created++; + } + } catch (error: any) { + if (errors < 3) { + console.log(` ⚠️ Error for "${item.name}": ${error.message?.slice(0, 100)}`); + } + errors++; + } + } + + console.log(` ✅ Created: ${created}, Updated: ${updated}, Errors: ${errors}`); +} + +async function seedEquipment() { + const dataPath = path.join(__dirname, 'data', 'equipment.json'); + const data: EquipmentJson[] = JSON.parse(fs.readFileSync(dataPath, 'utf-8')); + + console.log(`📦 Importing ${data.length} equipment items...`); + + let created = 0; + let updated = 0; + let errors = 0; + + for (const item of data) { + try { + await prisma.equipment.upsert({ + where: { name: item.name }, + update: { + traits: parseTraits(item.trait), + itemCategory: item.item_category || 'Equipment', + itemSubcategory: item.item_subcategory || null, + bulk: item.bulk || null, + url: item.url || null, + summary: item.summary || null, + activation: item.activation || null, + }, + create: { + name: item.name, + traits: parseTraits(item.trait), + itemCategory: item.item_category || 'Equipment', + itemSubcategory: item.item_subcategory || null, + bulk: item.bulk || null, + url: item.url || null, + summary: item.summary || null, + activation: item.activation || null, + }, + }); + created++; + } catch (error) { + // Item with same name already exists - count as update attempt + updated++; + } + } + + console.log(` ✅ Created: ${created}, Duplicates: ${updated}, Errors: ${errors}`); +} + +async function main() { + console.log('🗃️ Seeding Pathfinder 2e Equipment Database...\n'); + + const startTime = Date.now(); + + // WICHTIG: Equipment zuerst, dann Waffen/Rüstung um spezifische Felder zu ergänzen + await seedEquipment(); + await seedWeapons(); // Ergänzt damage, hands, weapon_category etc. + await seedArmor(); // Ergänzt ac, dex_cap etc. + + const totalCount = await prisma.equipment.count(); + const duration = ((Date.now() - startTime) / 1000).toFixed(1); + + console.log(`\n✅ Equipment database seeded successfully!`); + console.log(` Total items in database: ${totalCount}`); + console.log(` Duration: ${duration}s`); +} + +main() + .catch((e) => { + console.error('Equipment seeding failed:', e); + process.exit(1); + }) + .finally(() => prisma.$disconnect()); diff --git a/server/prisma/seed.ts b/server/prisma/seed.ts index 815d10a..39a07f4 100644 --- a/server/prisma/seed.ts +++ b/server/prisma/seed.ts @@ -7,9 +7,13 @@ const adapter = new PrismaPg({ connectionString: process.env.DATABASE_URL }); const prisma = new PrismaClient({ adapter }); async function main() { - const passwordHash = await bcrypt.hash('admin123', 10); + console.log('Seeding database...\n'); - const user = await prisma.user.upsert({ + // Create password hash + const passwordHash = await bcrypt.hash('password123', 10); + + // Create Admin User + const admin = await prisma.user.upsert({ where: { email: 'admin@dimension47.local' }, update: {}, create: { @@ -19,10 +23,208 @@ async function main() { role: 'ADMIN', }, }); + console.log('Created Admin:', admin.username); - console.log('Admin user created:', user.username, user.email); + // Create GM User + const gm = await prisma.user.upsert({ + where: { email: 'gm@dimension47.local' }, + update: {}, + create: { + username: 'gamemaster', + email: 'gm@dimension47.local', + passwordHash, + role: 'GM', + }, + }); + console.log('Created GM:', gm.username); + + // Create Player Users + const player1 = await prisma.user.upsert({ + where: { email: 'player1@dimension47.local' }, + update: {}, + create: { + username: 'spieler1', + email: 'player1@dimension47.local', + passwordHash, + role: 'PLAYER', + }, + }); + console.log('Created Player:', player1.username); + + const player2 = await prisma.user.upsert({ + where: { email: 'player2@dimension47.local' }, + update: {}, + create: { + username: 'spieler2', + email: 'player2@dimension47.local', + passwordHash, + role: 'PLAYER', + }, + }); + console.log('Created Player:', player2.username); + + // Create Test Campaign + const campaign = await prisma.campaign.upsert({ + where: { id: '00000000-0000-0000-0000-000000000001' }, + update: {}, + create: { + id: '00000000-0000-0000-0000-000000000001', + name: 'Abendliche Schatten', + description: 'Eine spannende Kampagne in der Welt von Golarion. Die Helden erkunden uralte Ruinen und stellen sich finsteren Mächten.', + gmId: gm.id, + }, + }); + console.log('Created Campaign:', campaign.name); + + // Add members to campaign + await prisma.campaignMember.upsert({ + where: { campaignId_userId: { campaignId: campaign.id, userId: gm.id } }, + update: {}, + create: { campaignId: campaign.id, userId: gm.id }, + }); + + await prisma.campaignMember.upsert({ + where: { campaignId_userId: { campaignId: campaign.id, userId: player1.id } }, + update: {}, + create: { campaignId: campaign.id, userId: player1.id }, + }); + + await prisma.campaignMember.upsert({ + where: { campaignId_userId: { campaignId: campaign.id, userId: player2.id } }, + update: {}, + create: { campaignId: campaign.id, userId: player2.id }, + }); + console.log('Added members to campaign'); + + // Create Test Characters + const character1 = await prisma.character.upsert({ + where: { id: '00000000-0000-0000-0000-000000000101' }, + update: {}, + create: { + id: '00000000-0000-0000-0000-000000000101', + campaignId: campaign.id, + ownerId: player1.id, + name: 'Thorin Eisenschild', + type: 'PC', + level: 3, + hpCurrent: 38, + hpMax: 42, + hpTemp: 0, + ancestryId: 'dwarf', + classId: 'fighter', + backgroundId: 'warrior', + experiencePoints: 1200, + }, + }); + console.log('Created Character:', character1.name); + + // Add abilities for character1 + const abilities1 = [ + { ability: 'STR' as const, score: 18 }, + { ability: 'DEX' as const, score: 12 }, + { ability: 'CON' as const, score: 16 }, + { ability: 'INT' as const, score: 10 }, + { ability: 'WIS' as const, score: 14 }, + { ability: 'CHA' as const, score: 8 }, + ]; + + for (const ab of abilities1) { + await prisma.characterAbility.upsert({ + where: { characterId_ability: { characterId: character1.id, ability: ab.ability } }, + update: { score: ab.score }, + create: { characterId: character1.id, ability: ab.ability, score: ab.score }, + }); + } + console.log('Added abilities to', character1.name); + + const character2 = await prisma.character.upsert({ + where: { id: '00000000-0000-0000-0000-000000000102' }, + update: {}, + create: { + id: '00000000-0000-0000-0000-000000000102', + campaignId: campaign.id, + ownerId: player2.id, + name: 'Elara Sternenlicht', + type: 'PC', + level: 3, + hpCurrent: 24, + hpMax: 28, + hpTemp: 0, + ancestryId: 'elf', + classId: 'wizard', + backgroundId: 'scholar', + experiencePoints: 1200, + }, + }); + console.log('Created Character:', character2.name); + + // Add abilities for character2 + const abilities2 = [ + { ability: 'STR' as const, score: 8 }, + { ability: 'DEX' as const, score: 14 }, + { ability: 'CON' as const, score: 12 }, + { ability: 'INT' as const, score: 18 }, + { ability: 'WIS' as const, score: 14 }, + { ability: 'CHA' as const, score: 12 }, + ]; + + for (const ab of abilities2) { + await prisma.characterAbility.upsert({ + where: { characterId_ability: { characterId: character2.id, ability: ab.ability } }, + update: { score: ab.score }, + create: { characterId: character2.id, ability: ab.ability, score: ab.score }, + }); + } + console.log('Added abilities to', character2.name); + + // Create an NPC + const npc = await prisma.character.upsert({ + where: { id: '00000000-0000-0000-0000-000000000201' }, + update: {}, + create: { + id: '00000000-0000-0000-0000-000000000201', + campaignId: campaign.id, + ownerId: null, + name: 'Meister Aldric', + type: 'NPC', + level: 5, + hpCurrent: 55, + hpMax: 55, + hpTemp: 0, + }, + }); + console.log('Created NPC:', npc.name); + + // Create a second campaign + const campaign2 = await prisma.campaign.upsert({ + where: { id: '00000000-0000-0000-0000-000000000002' }, + update: {}, + create: { + id: '00000000-0000-0000-0000-000000000002', + name: 'Die verlorene Stadt', + description: 'Eine Expedition in die legendäre verlorene Stadt Xin-Shalast.', + gmId: gm.id, + }, + }); + console.log('Created Campaign:', campaign2.name); + + await prisma.campaignMember.upsert({ + where: { campaignId_userId: { campaignId: campaign2.id, userId: gm.id } }, + update: {}, + create: { campaignId: campaign2.id, userId: gm.id }, + }); + + console.log('\n✅ Database seeded successfully!'); + console.log('\n📋 Test Accounts:'); + console.log(' Admin: admin@dimension47.local / password123'); + console.log(' GM: gm@dimension47.local / password123'); + console.log(' Player 1: player1@dimension47.local / password123'); + console.log(' Player 2: player2@dimension47.local / password123'); } main() - .catch(console.error) + .catch((e) => { + console.error('Seeding failed:', e); + process.exit(1); + }) .finally(() => prisma.$disconnect()); diff --git a/server/src/app.module.ts b/server/src/app.module.ts index 651b1e8..ff2e0ac 100644 --- a/server/src/app.module.ts +++ b/server/src/app.module.ts @@ -11,6 +11,7 @@ import { AuthModule } from './modules/auth/auth.module'; import { CampaignsModule } from './modules/campaigns/campaigns.module'; import { CharactersModule } from './modules/characters/characters.module'; import { TranslationsModule } from './modules/translations/translations.module'; +import { EquipmentModule } from './modules/equipment/equipment.module'; // Guards import { JwtAuthGuard } from './modules/auth/guards/jwt-auth.guard'; @@ -33,6 +34,7 @@ import { RolesGuard } from './modules/auth/guards/roles.guard'; CampaignsModule, CharactersModule, TranslationsModule, + EquipmentModule, ], providers: [ // Global JWT Auth Guard diff --git a/server/src/modules/equipment/equipment.controller.ts b/server/src/modules/equipment/equipment.controller.ts new file mode 100644 index 0000000..cfbe6c8 --- /dev/null +++ b/server/src/modules/equipment/equipment.controller.ts @@ -0,0 +1,128 @@ +import { Controller, Get, Param, Query, UseGuards } from '@nestjs/common'; +import { ApiTags, ApiOperation, ApiQuery, ApiBearerAuth } from '@nestjs/swagger'; +import { JwtAuthGuard } from '../auth/guards/jwt-auth.guard.js'; +import { EquipmentService } from './equipment.service.js'; + +@ApiTags('Equipment') +@ApiBearerAuth() +@UseGuards(JwtAuthGuard) +@Controller('equipment') +export class EquipmentController { + constructor(private readonly equipmentService: EquipmentService) {} + + @Get() + @ApiOperation({ summary: 'Search and browse equipment' }) + @ApiQuery({ name: 'query', required: false, description: 'Search term for name' }) + @ApiQuery({ name: 'category', required: false, description: 'Filter by category (Weapons, Armor, Consumables, etc.)' }) + @ApiQuery({ name: 'subcategory', required: false, description: 'Filter by subcategory' }) + @ApiQuery({ name: 'minLevel', required: false, type: Number }) + @ApiQuery({ name: 'maxLevel', required: false, type: Number }) + @ApiQuery({ name: 'traits', required: false, description: 'Comma-separated list of traits' }) + @ApiQuery({ name: 'page', required: false, type: Number, description: 'Page number (default: 1)' }) + @ApiQuery({ name: 'limit', required: false, type: Number, description: 'Items per page (default: 50)' }) + async search( + @Query('query') query?: string, + @Query('category') category?: string, + @Query('subcategory') subcategory?: string, + @Query('minLevel') minLevel?: string, + @Query('maxLevel') maxLevel?: string, + @Query('traits') traits?: string, + @Query('page') page?: string, + @Query('limit') limit?: string, + ) { + return this.equipmentService.search({ + query, + category, + subcategory, + minLevel: minLevel ? parseInt(minLevel, 10) : undefined, + maxLevel: maxLevel ? parseInt(maxLevel, 10) : undefined, + traits: traits ? traits.split(',').map(t => t.trim()) : undefined, + page: page ? parseInt(page, 10) : 1, + limit: limit ? parseInt(limit, 10) : 50, + }); + } + + @Get('categories') + @ApiOperation({ summary: 'Get all equipment categories' }) + async getCategories() { + return this.equipmentService.getCategories(); + } + + @Get('categories/:category/subcategories') + @ApiOperation({ summary: 'Get subcategories for a category' }) + async getSubcategories(@Param('category') category: string) { + return this.equipmentService.getSubcategories(category); + } + + @Get('weapons') + @ApiOperation({ summary: 'Browse weapons' }) + @ApiQuery({ name: 'query', required: false }) + @ApiQuery({ name: 'subcategory', required: false }) + @ApiQuery({ name: 'page', required: false, type: Number }) + @ApiQuery({ name: 'limit', required: false, type: Number }) + async getWeapons( + @Query('query') query?: string, + @Query('subcategory') subcategory?: string, + @Query('page') page?: string, + @Query('limit') limit?: string, + ) { + return this.equipmentService.getWeapons({ + query, + subcategory, + page: page ? parseInt(page, 10) : 1, + limit: limit ? parseInt(limit, 10) : 50, + }); + } + + @Get('armor') + @ApiOperation({ summary: 'Browse armor' }) + @ApiQuery({ name: 'query', required: false }) + @ApiQuery({ name: 'subcategory', required: false }) + @ApiQuery({ name: 'page', required: false, type: Number }) + @ApiQuery({ name: 'limit', required: false, type: Number }) + async getArmor( + @Query('query') query?: string, + @Query('subcategory') subcategory?: string, + @Query('page') page?: string, + @Query('limit') limit?: string, + ) { + return this.equipmentService.getArmor({ + query, + subcategory, + page: page ? parseInt(page, 10) : 1, + limit: limit ? parseInt(limit, 10) : 50, + }); + } + + @Get('consumables') + @ApiOperation({ summary: 'Browse consumables' }) + @ApiQuery({ name: 'query', required: false }) + @ApiQuery({ name: 'subcategory', required: false }) + @ApiQuery({ name: 'page', required: false, type: Number }) + @ApiQuery({ name: 'limit', required: false, type: Number }) + async getConsumables( + @Query('query') query?: string, + @Query('subcategory') subcategory?: string, + @Query('page') page?: string, + @Query('limit') limit?: string, + ) { + return this.equipmentService.getConsumables({ + query, + subcategory, + page: page ? parseInt(page, 10) : 1, + limit: limit ? parseInt(limit, 10) : 50, + }); + } + + @Get(':id') + @ApiOperation({ summary: 'Get equipment by ID' }) + async getById(@Param('id') id: string) { + return this.equipmentService.getById(id); + } + + @Get('by-name/:name') + @ApiOperation({ summary: 'Get equipment by exact name' }) + async getByName(@Param('name') name: string) { + return this.equipmentService.getByName(decodeURIComponent(name)); + } +} diff --git a/server/src/modules/equipment/equipment.module.ts b/server/src/modules/equipment/equipment.module.ts new file mode 100644 index 0000000..620f42b --- /dev/null +++ b/server/src/modules/equipment/equipment.module.ts @@ -0,0 +1,12 @@ +import { Module } from '@nestjs/common'; +import { EquipmentController } from './equipment.controller.js'; +import { EquipmentService } from './equipment.service.js'; +import { PrismaModule } from '../../prisma/prisma.module.js'; + +@Module({ + imports: [PrismaModule], + controllers: [EquipmentController], + providers: [EquipmentService], + exports: [EquipmentService], +}) +export class EquipmentModule {} diff --git a/server/src/modules/equipment/equipment.service.ts b/server/src/modules/equipment/equipment.service.ts new file mode 100644 index 0000000..6a04267 --- /dev/null +++ b/server/src/modules/equipment/equipment.service.ts @@ -0,0 +1,153 @@ +import { Injectable } from '@nestjs/common'; +import { PrismaService } from '../../prisma/prisma.service.js'; + +export interface EquipmentSearchParams { + query?: string; + category?: string; + subcategory?: string; + minLevel?: number; + maxLevel?: number; + traits?: string[]; + page?: number; + limit?: number; +} + +export interface EquipmentSearchResult { + items: any[]; + total: number; + page: number; + limit: number; + totalPages: number; + categories: string[]; +} + +@Injectable() +export class EquipmentService { + constructor(private readonly prisma: PrismaService) {} + + async search(params: EquipmentSearchParams): Promise { + const { + query, + category, + subcategory, + minLevel, + maxLevel, + traits, + page = 1, + limit = 50, + } = params; + + // Build where clause + const where: any = {}; + + // Text search on name + if (query && query.trim()) { + where.name = { + contains: query.trim(), + mode: 'insensitive', + }; + } + + // Category filter + if (category) { + where.itemCategory = category; + } + + // Subcategory filter + if (subcategory) { + where.itemSubcategory = subcategory; + } + + // Level range + if (minLevel !== undefined || maxLevel !== undefined) { + where.level = {}; + if (minLevel !== undefined) { + where.level.gte = minLevel; + } + if (maxLevel !== undefined) { + where.level.lte = maxLevel; + } + } + + // Traits filter (has any of the specified traits) + if (traits && traits.length > 0) { + where.traits = { + hasSome: traits, + }; + } + + // Get total count + const total = await this.prisma.equipment.count({ where }); + + // Get paginated results + const items = await this.prisma.equipment.findMany({ + where, + orderBy: [ + { level: 'asc' }, + { name: 'asc' }, + ], + skip: (page - 1) * limit, + take: limit, + }); + + // Get all unique categories for filter UI + const categoriesResult = await this.prisma.equipment.groupBy({ + by: ['itemCategory'], + orderBy: { itemCategory: 'asc' }, + }); + const categories = categoriesResult.map(c => c.itemCategory); + + return { + items, + total, + page, + limit, + totalPages: Math.ceil(total / limit), + categories, + }; + } + + async getById(id: string) { + return this.prisma.equipment.findUnique({ + where: { id }, + }); + } + + async getByName(name: string) { + return this.prisma.equipment.findUnique({ + where: { name }, + }); + } + + async getCategories(): Promise { + const result = await this.prisma.equipment.groupBy({ + by: ['itemCategory'], + orderBy: { itemCategory: 'asc' }, + }); + return result.map(c => c.itemCategory); + } + + async getSubcategories(category: string): Promise { + const result = await this.prisma.equipment.groupBy({ + by: ['itemSubcategory'], + where: { + itemCategory: category, + itemSubcategory: { not: null }, + }, + orderBy: { itemSubcategory: 'asc' }, + }); + return result.map(c => c.itemSubcategory).filter((s): s is string => s !== null); + } + + async getWeapons(params: Omit) { + return this.search({ ...params, category: 'Weapons' }); + } + + async getArmor(params: Omit) { + return this.search({ ...params, category: 'Armor' }); + } + + async getConsumables(params: Omit) { + return this.search({ ...params, category: 'Consumables' }); + } +}