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1 | BOOK | TYPE | ITEM | LEVEL | PRICE (SP) | PRICE (GP) | BULK | REQUIREMENTS | BENEFITS | |||||||||||||||||||
2 | CRB | Adventuring Gear | Caltrops | 0 | 3 | 0.3 | L | Hinders enemies chasing you. | ||||||||||||||||||||
3 | Adventuring Gear | Candle (10) | 0 | 0.1 | 0.01 | -- | For when you need a little bit of light but not too much (dim light, 10' radius). | |||||||||||||||||||||
4 | CRB | Adventuring Gear | Climbing kit | 0 | 5 | 0.5 | 1 | Climb half as quickly (minimum 5'), provides DC 5 flat check on critical failure to prevent fall. | ||||||||||||||||||||
5 | CRB | Adventuring Gear | Extreme climbing kit | 3 | 400 | 40 | 1 | As standard climbing kit and provides +1 item bonus to Athletics checks to Climb. | ||||||||||||||||||||
6 | CRB | Adventuring Gear | Crowbar | 0 | 5 | 0.5 | 2 | Provides leverage for Forcing Open objects (eliminates -2 penalty for not having a crowbar). | ||||||||||||||||||||
7 | CRB | Adventuring Gear | Levered crowbar | 3 | 200 | 20 | 2 | As standard crowbar and provides +1 item bonus to Athletics checks to Force Open. | ||||||||||||||||||||
8 | CRB | Adventuring Gear | Disguise kit | 0 | 20 | 2 | L | For disguises; required to Impersonate someone using Deception. | ||||||||||||||||||||
9 | CRB | Adventuring Gear | Elite disguise kit | 3 | 400 | 40 | L | As standard disguise kit and provides +1 item bonus. | ||||||||||||||||||||
10 | CRB | Adventuring Gear | Healer's tools | 0 | 50 | 5 | 1 | Required for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. | ||||||||||||||||||||
11 | CRB | Adventuring Gear | Expanded healer's tools | 3 | 500 | 50 | 1 | As standard healer's tools and provides +1 item bonus to checks. | ||||||||||||||||||||
12 | CRB | Adventuring Gear | Repair kit | 0 | 20 | 2 | 1 | Tools used to Repair items using Crafting skill. | ||||||||||||||||||||
13 | CRB | Adventuring Gear | Superb repair kit | 3 | 250 | 25 | 1 | As standard repair kit and provides +1 item bonus to checks. | ||||||||||||||||||||
14 | CRB | Adventuring Gear | Ten-foot pole | 0 | 0.1 | 0.01 | 1 | Standard adventuring gear since the early days of the world's oldest TTRPG, has 1000s of possible uses; mechanically allows you to use Seek to search square up to 10' away. | ||||||||||||||||||||
15 | CRB | Alchemical Elixir | Antidote, lesser | 1 | 30 | 3 | L | .+2 item bonus to Fortitude saving throws against poisons for 6 hours. | ||||||||||||||||||||
16 | CRB | Alchemical Elixir | Antidote, moderate | 6 | 350 | 35 | L | .+3 item bonus to Fortitude saving throws against poisons for 6 hours. | ||||||||||||||||||||
17 | CRB | Alchemical Elixir | Antiplague, lesser | 1 | 30 | 3 | L | .+2 item bonus to Fortitude saving throws against diseases for 24 hours. | ||||||||||||||||||||
18 | CRB | Alchemical Elixir | Antiplague, moderate | 6 | 350 | 35 | L | .+3 item bonus to Fortitude saving throws against diseases for 24 hours. | ||||||||||||||||||||
19 | CRB | Alchemical Elixir | Bravo's Brew, lesser | 2 | 70 | 7 | L | .+1 item bonus to Will saves for 1 hour, +2 against fear. | ||||||||||||||||||||
20 | CRB | Alchemical Elixir | Cat's eye elixir | 2 | 70 | 7 | L | Reduce flat check to target hidden creatures within 30' to 5 for 1 minute; no flat check needed to target concealed creatures. | ||||||||||||||||||||
21 | CRB | Alchemical Elixir | Cheetah's elixir, lesser | 1 | 30 | 3 | L | Status bonus to Speed of +5' for 1 minute. | ||||||||||||||||||||
22 | CRB | Alchemical Elixir | Cheetah's elixir, moderate | 5 | 250 | 25 | L | Status bonus to Speed of +10' for 10 minutes. | ||||||||||||||||||||
23 | CRB | Alchemical Elixir | Darkvision elixir, lesser | 2 | 60 | 6 | L | Gain darkvision for 10 minutes. | ||||||||||||||||||||
24 | CRB | Alchemical Elixir | Darkvision elixir, moderate | 4 | 110 | 11 | L | Gain darkvision for 1 hour. | ||||||||||||||||||||
25 | CRB | Alchemical Elixir | Darkvision elixir, greater | 8 | 900 | 90 | L | Gain darkvision for 24 hours. | ||||||||||||||||||||
26 | CRB | Alchemical Elixir | Eagle-eye elixir, lesser | 1 | 40 | 4 | L | .+1 item bonus to Perception for 1 hour, +2 to find secret doors or traps. | ||||||||||||||||||||
27 | CRB | Alchemical Elixir | Eagle-eye elixir, moderate | 5 | 270 | 27 | L | .+2 item bonus to Perception for 1 hour, +3 to find secret doors or traps. | ||||||||||||||||||||
28 | CRB | Alchemical Elixir | Elixir of life, minor | 1 | 30 | 3 | L | Heal 1d6 hit points and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes. | ||||||||||||||||||||
29 | CRB | Alchemical Elixir | Elixir of life, lesser | 5 | 300 | 30 | L | Heal 3d6+6 hit points and gain +1 item bonus to saving throws against diseases and poisons for 10 minutes. | ||||||||||||||||||||
30 | CRB | Alchemical Elixir | Mistform elixir, lesser | 4 | 180 | 18 | L | You are concealed for 3 rounds. | ||||||||||||||||||||
31 | CRB | Alchemical Elixir | Mistform elixir, moderate | 6 | 560 | 56 | L | You are concealed for 1 minute. | ||||||||||||||||||||
32 | CRB | Alchemical Elixir | Salamander elixir, lesser | 4 | 150 | 15 | L | Gain protection from effects of severe heat for 24 hours. | ||||||||||||||||||||
33 | CRB | Alchemical Elixir | Sea touch elixir, lesser | 5 | 220 | 22 | L | Gain 20' Swim speed for 10 minutes. | ||||||||||||||||||||
34 | CRB | Alchemical Elixir | Winter wolf elixir, lesser | 4 | 150 | 15 | L | Gain protection from effects of severe cold for 24 hours. | ||||||||||||||||||||
35 | CRB | Oil | Nectar of purification | 1 | 30 | 3 | L | Casts a 1st-level purify food and drink spell over any food or drink onto which it’s poured. | ||||||||||||||||||||
36 | CRB | Oil | Oil of mending | 3 | 90 | 9 | L | Casts a 2nd-level mending spell to repair the item | ||||||||||||||||||||
37 | CRB | Oil | Oil of potency | 2 | 70 | 7 | L | 1 minute bonus to weapon or armor. Weapon temporarily becomes a +1 striking weapon; Armor temporarily becomes +1 resilient armor. | ||||||||||||||||||||
38 | CRB | Oil | Salve of antiparalysis | 6 | 40 | 4 | L | Paralyzed creature recovers as if it were the target of a 3rd-level remove paralysis spell. | ||||||||||||||||||||
39 | CRB | Potion | Barkskin potion | 4 | 150 | 15 | L | Gain effects of 2nd level barkskin spell for 10 minutes (resistance 2 to bludgeoning and piercing/weakness 3 to fire) | ||||||||||||||||||||
40 | CRB | Potion | Healing potion, minor | 1 | 40 | 4 | L | Heal 1d8 hit points. | ||||||||||||||||||||
41 | CRB | Potion | Healing potion, lesser | 3 | 120 | 12 | L | Heal 2d8+5 hit points. | ||||||||||||||||||||
42 | CRB | Potion | Healing potion, moderate | 6 | 500 | 50 | L | Heal 3d8+10 hit points. | ||||||||||||||||||||
43 | CRB | Potion | Potion of flying, standard | 8 | 1000 | 100 | L | Gain a fly Speed of 40 feet for 1 minute. | ||||||||||||||||||||
44 | CRB | Potion | Potion of resistance, lesser | 6 | 450 | 45 | L | Gain resistance 5 to one energy type for 1 hour. | ||||||||||||||||||||
45 | CRB | Potion | Potion of swimming, moderate | 6 | 500 | 50 | L | Gain a swim Speed equal to your land Speed for 10 minutes. | ||||||||||||||||||||
46 | CRB | Potion | Potion of water-breathing | 3 | 110 | 11 | L | Gain the effects of a 2nd-level water breathing spell for 1 hour. | ||||||||||||||||||||
47 | CRB | Scroll | Scroll of heal or soothe | 1 | 40 | 4 | L | Casts 1st level heal (Divine, Primal) or soothe (Occult); if you can't cast it yourself, hand it to party caster of appropriate tradition at the start of the scenario so nobody else needs to spend resources to heal you after combat (especially if there isn't time for someone to Treat Wounds). | ||||||||||||||||||||
48 | CRB | Scroll | Scroll of heal or soothe | 2 | 120 | 12 | L | Same as level 1 version, but heightened to level 2. | ||||||||||||||||||||
49 | CRB | Scroll | Scroll of heal or soothe | 3 | 300 | 30 | L | Same as level 1 version, but heightened to level 3 | ||||||||||||||||||||
50 | CRB | Scroll | Scroll of heal or soothe | 4 | 700 | 70 | L | Same as level 1 version, but heightened to level 4. | ||||||||||||||||||||
51 | CRB | Talisman | Crying angel pendant | 2 | 70 | 7 | -- | Trained in Medicine | Convert critical failure to Administer First Aid into normal failure. | |||||||||||||||||||
52 | CRB | Talisman | Effervescent ampoule | 2 | 70 | 7 | -- | Expert in Acrobatics | Until the end of your turn, walk across liquid as though it were solid, avoid triggering pressure plate traps. | |||||||||||||||||||
53 | CRB | Talisman | Emerald grasshopper | 5 | 300 | 30 | -- | Expert in Athletics | Athletics check to High Jump: on success Leap up to 50 feet vertically and up to 10 feet horizontally; on critical success Leap up to 75 feet vertically and 20 feet horizontally. If jump does not end on solid ground, fall harmlessly 60'/round to ground. | |||||||||||||||||||
54 | CRB | Talisman | Hunter's bane | 2 | 60 | 6 | -- | Trained in Survival | Sense the exact location of undetected attacker, making it hidden instead. | |||||||||||||||||||
55 | CRB | Talisman | Jade cat | 2 | 60 | 6 | -- | Trained in Acrobatics | For 1 minute: treat all falls as 20 feet shorter, you are not flat-footed when you Balance, and narrow surfaces and uneven ground are not difficult terrain for you. | |||||||||||||||||||
56 | CRB | Talisman | Savior spike | 2 | 70 | 7 | -- | Expert in Reflex | Attempt to Grab an Edge: converts success on to critical success, and critical failure to failure. | |||||||||||||||||||
57 | CRB | Talisman | Shark tooth charm | 5 | 230 | 23 | -- | Expert in Acrobatics | Attempt Escape using Acrobatics: converts success to critical success, critical failure to failure; on failure against grabbing creature, creature must either release you as a free action or take 2d8 piercing damage. | |||||||||||||||||||
58 | CRB | Talisman | Swift block cabohon | 7 | 700 | 70 | -- | Use Shield Block reaction even if you had not raised your shield and don't normally have that reaction. | ||||||||||||||||||||
59 | CRB | Other Consumable | Dust of appearance | 6 | 500 | 50 | -- | Make invisible and concealed creatures visible in 10' burst and takes care of those pesky mirror images (lasts 1 minute). | ||||||||||||||||||||
60 | CRB | Other Consumable | Feather token, anchor | 7 | 550 | 55 | -- | Feather turns into a massive anchor with a magical chain. Handy on boats. | ||||||||||||||||||||
61 | CRB | Other Consumable | Feather token, bird | 3 | 80 | 8 | -- | Feather turns into a bird that will carry a message for you (carries your spoken message up to 1 minute long to a person you have met at a location you have visited within 300 miles). | ||||||||||||||||||||
62 | CRB | Other Consumable | Feather token, chest | 3 | 100 | 10 | -- | Feather turns into a magic chest - holds 10 bulk, then transforms into a key when closed, then back into a chest when you mime turning the key in an invisible lock. After that, it stays a chest. | ||||||||||||||||||||
63 | CRB | Other Consumable | Feather token, fan | 4 | 150 | 15 | -- | Feather turns into a fan that provides either 8 hours of steady wind for a ship's sails (+10 circumstance bonus to Speed) or 1 casting of gust of wind. | ||||||||||||||||||||
64 | CRB | Other Consumable | Feather token, holly bush | 2 | 60 | 6 | -- | Feather turns into a holly bush, with 2d4 berries that heal 1 hp each. | ||||||||||||||||||||
65 | CRB | Other Consumable | Feather token, ladder | 1 | 30 | 3 | -- | Feather turns into a 20' ladder (permanent). | ||||||||||||||||||||
66 | CRB | Other Consumable | Feather token, swan boat | 8 | 760 | 76 | -- | Feather turns into a swan-shaped boat, 50' Speed without wind or rowing, lasts 1 day. | ||||||||||||||||||||
67 | CRB | Other Consumable | Feather token, tree | 6 | 380 | 38 | -- | Feather turns into a 60' tall oak tree with 5' trunk if activated on occupied patch of earth or soil (permanent). | ||||||||||||||||||||
68 | CRB | Held Item | Wondrous figurine, onyx dog | 2 | 340 | 34 | -- | Statue turns into guard dog (B1), with darkvision, scent, and +4 circumstance bonus to Track (lasts 6 hours). May be activated 1/week. | ||||||||||||||||||||
69 | CRB | Wand | Wand of heal or soothe | 1 | 600 | 60 | L | Casts 1st level heal (Divine, Primal) or soothe (Occult) 1/day plus overcharge; if you can't cast it yourself, hand it to party caster of appropriate tradition at the start of the scenario so nobody else needs to spend resources to heal you after combat (especially if there isn't time for someone to Treat Wounds). | ||||||||||||||||||||
70 | CRB | Wand | Wand of ant haul | 1 | 600 | 60 | L | Increase carrying capacity for 8 hours. | ||||||||||||||||||||
71 | APG | Adventuring Gear | Brass ear | 1 | 10 | 1 | -- | Reduce penalties on Perception checks to listen through a barrier | ||||||||||||||||||||
72 | APG | Adventuring Gear | Periscope | 2 | 250 | 25 | L | Look around corners while maintaining cover (no line of effect, though) | ||||||||||||||||||||
73 | APG | Alchemical Bomb | Ghost charge, lesser | 1 | 30 | 3 | L | Deals 1d8 positive damage and 1 positive splash dmg to undead (including incorporeal undead); primary target is enfeebled 1 until the start of your next turn | ||||||||||||||||||||
74 | APG | Alchemical Bomb | Ghost charge, moderate | 3 | 100 | 10 | L | Gain +1 item bonus to attack roll; deals 2d8 positive damage and 2 positive splash dmg; primary target is enfeebled 1 until the start of your next turn | ||||||||||||||||||||
75 | APG | Alchemical Elixir | Focus cathartic, lesser | 2 | 50 | 5 | L | Attempt counteract check to remove confused or stupified condition from single source at +6 modifier | ||||||||||||||||||||
76 | APG | Alchemical Elixir | Focus cathartic, moderate | 4 | 150 | 15 | L | Attempt counteract check to remove confused or stupified condition from single source at +8 modifier | ||||||||||||||||||||
77 | APG | Alchemical Elixir | Olfactory obfuscator | 3 | 90 | 9 | L | Gain +4 item bonus against attempts to Seek you by creatures using only scent-based senses for 10 minutes | ||||||||||||||||||||
78 | APG | Alchemical Elixir | Sinew-shock, lesser | 2 | 50 | 5 | L | Attempt counteract check to remove clumsy or enfeebled condition from single source at +6 modifier | ||||||||||||||||||||
79 | APG | Alchemical Elixir | Sinew-shock, moderate | 4 | 150 | 15 | L | Attempt counteract check to remove clumsy or enfeebled condition from single source at +8 modifier | ||||||||||||||||||||
80 | APG | Alchemical Tool | Skinstich salve | 7 | 550 | 55 | L | Either (1) Administer First Aid without healer's tools and with +2 item bonus to Medicine check (or use +13 item bonus from salve instead of your own), or (2) Treat Wounds or use Battle Medicine, gain +2 item bonus to Medicine check and treat success as critical success | ||||||||||||||||||||
81 | APG | Alchemical Tool | Sovereign glue | 7 | 550 | 55 | L | Stick things together real good: 1 flask covers 1 square foot, DC50 Athletics check to separate (glued objects likely to break before glue does) | ||||||||||||||||||||
82 | APG | Alchemical Tool | Universal solvent, moderate | 5 | 210 | 21 | L | Automatically dissolves sovereign glue; +9 counteract modifier vs. other adhesives (e.g., tanglefoot bags) | ||||||||||||||||||||
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