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| 5,000 GP. You must craft this item around a campfire with friends who are loyal to you. This item only works for those who were there during the forging. This can be expanded to anyone who later joins the circle of friends so long as they have proven themselves loyal. | 5,000 GP. You must craft this item around a campfire with friends who are loyal to you. This item only works for those who were there during the forging. This can be expanded to anyone who later joins the circle of friends so long as they have proven themselves loyal. | ||
| - | Horn Of Wrath | + | ==== Horn Of Wrath ==== |
| - | **Keywords: | + | |
| - | **Item Slot:** Wielded. | + | * **Keywords: |
| - | **Attune?: | + | |
| - | **Bulk:** L | + | |
| + | | ||
| This warhorn, carved from a horn of a great beast, is imbued with a maddening power. Once per short rest, using 2 actions you can blow into the horn to produce a rage-inducing sound. Enemies within 30 feet must make a Will save (DC 10 + your proficiency in Bluff or Intimidate) or become hostile to all creatures until the start of your next turn. Creatures can only be affected by a horn of wrath once per day. This is a sound-based, | This warhorn, carved from a horn of a great beast, is imbued with a maddening power. Once per short rest, using 2 actions you can blow into the horn to produce a rage-inducing sound. Enemies within 30 feet must make a Will save (DC 10 + your proficiency in Bluff or Intimidate) or become hostile to all creatures until the start of your next turn. Creatures can only be affected by a horn of wrath once per day. This is a sound-based, | ||
| === Cost & Creation === | === Cost & Creation === | ||
| 2,500 GP. You must carve the horn from a great beast (at least level 10) while in a fit of rage yourself or while amidst a battle (even on the outskirts). | 2,500 GP. You must carve the horn from a great beast (at least level 10) while in a fit of rage yourself or while amidst a battle (even on the outskirts). | ||
| - | Jaunter’s Cloak | + | ==== Jaunter’s Cloak ==== |
| - | **Keywords: | + | |
| - | **Item Slot:** Accessory. | + | * **Keywords: |
| - | **Attune?: | + | |
| - | **Bulk:** 1 | + | |
| + | | ||
| While you wear this bright red cloak, you can fold space around you, seeming to fall in on yourself until you disappear only to show up again somewhere else. You gain the Dimensional Dervish feat while you wear the cloak. If you already had the feat, double the distance you can collectively teleport per short rest using the feat. | While you wear this bright red cloak, you can fold space around you, seeming to fall in on yourself until you disappear only to show up again somewhere else. You gain the Dimensional Dervish feat while you wear the cloak. If you already had the feat, double the distance you can collectively teleport per short rest using the feat. | ||
| === Cost & Creation === | === Cost & Creation === | ||
| 2,500 GP. You must craft this out of the essence of a powerful creature (at least level 10) that can naturally teleport. | 2,500 GP. You must craft this out of the essence of a powerful creature (at least level 10) that can naturally teleport. | ||
| - | Last Stand Sash | + | ==== Last Stand Sash ==== |
| - | **Keywords: | + | |
| - | **Item Slot:** Accessory. | + | * **Keywords: |
| - | **Attune?: | + | |
| - | **Bulk:** L | + | |
| + | | ||
| This ragged sash is made from a piece of a banner taken from a valiant but doomed defense. When draped across your shoulders or wrapped around your waist, it grants you strength to stand tall in your final moments. | This ragged sash is made from a piece of a banner taken from a valiant but doomed defense. When draped across your shoulders or wrapped around your waist, it grants you strength to stand tall in your final moments. | ||
| While wearing this you remain conscious while below 0 HP, though you must attempt a Fortitude save at the start of your turn (see Death & Dying in the Core Rules). | While wearing this you remain conscious while below 0 HP, though you must attempt a Fortitude save at the start of your turn (see Death & Dying in the Core Rules). | ||
| Line 177: | Line 180: | ||
| 5,000 GP. The sash must be crafted from the outfit, uniform, or banner of a fallen defender(s). While crafting this item, you must repeatedly recite the story of the fallen defender(s) to the item so it learns of their tenacity. | 5,000 GP. The sash must be crafted from the outfit, uniform, or banner of a fallen defender(s). While crafting this item, you must repeatedly recite the story of the fallen defender(s) to the item so it learns of their tenacity. | ||
| - | Lost and Found Box | + | ==== Lost and Found Box ==== |
| - | **Keywords: | + | |
| - | **Item Slot:** Exotic. | + | * **Keywords: |
| - | **Attune?: | + | |
| - | **Bulk:** L | + | |
| + | | ||
| This small, odd-looking chest is a magnet for lost items. Once per short rest you may open it to reveal an item or items lost by someone over the years. When opened, roll 1d100. That is the GP value of the item (or items) you find in the box. It could be anything! A lost manuscript or a pile of lost socks! On a roll of 100 (00 on some dice), you discover something important or otherwise relevant to your current adventure or plight. | This small, odd-looking chest is a magnet for lost items. Once per short rest you may open it to reveal an item or items lost by someone over the years. When opened, roll 1d100. That is the GP value of the item (or items) you find in the box. It could be anything! A lost manuscript or a pile of lost socks! On a roll of 100 (00 on some dice), you discover something important or otherwise relevant to your current adventure or plight. | ||
| === Cost & Creation === | === Cost & Creation === | ||
| Line 187: | Line 191: | ||
| Note: A GM may elect that the result is simply “junk”. This may replenish the sundries of the owner or their party members. | Note: A GM may elect that the result is simply “junk”. This may replenish the sundries of the owner or their party members. | ||
| - | Lucky Coin | + | ==== Lucky Coin ==== |
| - | **Keywords: | + | |
| - | **Item Slot:** Exotic. | + | * **Keywords: |
| - | **Attune?: | + | |
| - | **Bulk:** L | + | |
| + | | ||
| These double-sided coins carry a bit of good luck with them. When you make a d20 roll, as part of the roll you may choose to add a Free Hero Dice to the roll. If you do, the coin shatters or melts. A given character can only benefit from a lucky coin once per long rest. | These double-sided coins carry a bit of good luck with them. When you make a d20 roll, as part of the roll you may choose to add a Free Hero Dice to the roll. If you do, the coin shatters or melts. A given character can only benefit from a lucky coin once per long rest. | ||
| === Cost & Creation === | === Cost & Creation === | ||
| 500 GP. You must mint the coin on a blessed day, under a fortuitous star sign, or when otherwise “lucky”. | 500 GP. You must mint the coin on a blessed day, under a fortuitous star sign, or when otherwise “lucky”. | ||
| - | Magic-Detection Stone | + | ==== Magic-Detection Stone ==== |
| **Keywords: | **Keywords: | ||
| **Item Slot:** Wielded. | **Item Slot:** Wielded. | ||
| Line 207: | Line 213: | ||
| 500 GP. You must surround the stone with 7 magic items for a week before attempting to craft it. | 500 GP. You must surround the stone with 7 magic items for a week before attempting to craft it. | ||
| - | Mask of Disguise | + | ==== Mask of Disguise |
| - | **Keywords: | + | |
| - | **Item Slot:** Head. | + | * **Keywords: |
| - | **Attune?: | + | |
| - | **Bulk:** L | + | |
| + | | ||
| While you wear this nondescript blank white mask, you can cast the base form of disguise as at-will an innate spell (Stealth or Bluff). | While you wear this nondescript blank white mask, you can cast the base form of disguise as at-will an innate spell (Stealth or Bluff). | ||
| === Cost & Creation === | === Cost & Creation === | ||
| 1,000 GP. You must craft the mask either disguised as another creature or dressed in nondescript concealing garb. | 1,000 GP. You must craft the mask either disguised as another creature or dressed in nondescript concealing garb. | ||
| - | Monstrosity Acid | + | ==== Monstrosity Acid ==== |
| - | **Keywords: | + | |
| - | **Item Slot:** Exotic. | + | * **Keywords: |
| - | **Attune?: | + | |
| - | **Bulk:** L | + | |
| + | | ||
| This unassuming violently green acid will slowly eat through anything it touches. When placed on something it causes 1 point of acid damage per round with Absolute penetration. Under normal circumstances it never evaporates or boils off; it will burn a coin sized hole through the planet if you leave it long enough. When exposed to extremely high heat (above 500 degrees) it is instantly destroyed. Monstrosity acid is typically stored in a container made of vastwood (regenerating wood from the Vast) and comes in a 2 ounce dose. You can sometimes capture spent monstrosity acid back in its vial (a Reflex save is generally required). | This unassuming violently green acid will slowly eat through anything it touches. When placed on something it causes 1 point of acid damage per round with Absolute penetration. Under normal circumstances it never evaporates or boils off; it will burn a coin sized hole through the planet if you leave it long enough. When exposed to extremely high heat (above 500 degrees) it is instantly destroyed. Monstrosity acid is typically stored in a container made of vastwood (regenerating wood from the Vast) and comes in a 2 ounce dose. You can sometimes capture spent monstrosity acid back in its vial (a Reflex save is generally required). | ||
| === Cost & Creation === | === Cost & Creation === | ||
| 5,000 GP. You must be Exceptional in Fieldcraft or Medicine to craft this. It requires at least 1 gallon of blood from a monster of at least 5th level to craft this. | 5,000 GP. You must be Exceptional in Fieldcraft or Medicine to craft this. It requires at least 1 gallon of blood from a monster of at least 5th level to craft this. | ||
| - | Healing Potion | + | ==== Healing Potion |
| - | **Keywords: | + | |
| - | **Item Slot:** - | + | * **Keywords: |
| - | **Attune?: | + | |
| - | **Bulk:** L | + | |
| + | | ||
| A healing potion heals 1d6+1 damage of healing per “tier”. When healed by a healing potion you can spend a Hero Dice to heal additional hit points. Healing potions come in various strengths, with stronger potions healing for more. | A healing potion heals 1d6+1 damage of healing per “tier”. When healed by a healing potion you can spend a Hero Dice to heal additional hit points. Healing potions come in various strengths, with stronger potions healing for more. | ||
| + | ^ Tier ^ Cost ^ Healing ^ | ||
| + | | Weak | 100 GP | 1d6+1 | | ||
| + | | Standard | 250 GP | 2d6+2 | | ||
| + | | Hearty | 500 GP | 3d6+3 | | ||
| + | | Grand | 1,000 GP | 4d6+4 | | ||
| + | |||
| === Cost & Creation === | === Cost & Creation === | ||
| The cost of a potion is listed on the preceding chart. A healing potion must be crafted by someone who is at least Professional in Medicine and Arcane Lore. It requires 1 dose of medicine to craft (already factored into the price). | The cost of a potion is listed on the preceding chart. A healing potion must be crafted by someone who is at least Professional in Medicine and Arcane Lore. It requires 1 dose of medicine to craft (already factored into the price). | ||
| - | Sidebar: Healing Potions Are Seductive... | + | |
| - | While a few healing potions won’t have a dramatic effect on a person and they are not addictive, people sometimes become dependent on healing potions. The idea that, no matter what you do, you can fix yourself with a swig from a vial is seductive. The wealthy will often stockpile them and drink one with every meal (as they are believed to “foster a healthy body”) and down them upon the tiniest scratch or paper cut. | + | ==== Prayer Charm ==== |
| - | Sidebar: Potions vs Scrolls | + | |
| - | From a mechanical perspective, | + | |
| - | Prayer Charm | + | |
| - | **Keywords: | + | |
| - | **Item Slot:** Exotic. | + | |
| - | **Attune?: | + | |
| - | **Bulk:** L | + | |
| This small talisman is a religious charm that has been prepared to ward off bad luck and curses. When you are targeted with a curse, the effect automatically fails (as if you had an Absolute save). This causes the prayer charm to burn, destroying itself so that you are not affected by the curse. If you have more than one prayer charm on your person when targeted by a curse, only 1 prayer charm is consumed. You must declare you’re wearing the prayer charm for it to be active (it cannot be stored). A given character can only use a prayer charm once per long rest. | This small talisman is a religious charm that has been prepared to ward off bad luck and curses. When you are targeted with a curse, the effect automatically fails (as if you had an Absolute save). This causes the prayer charm to burn, destroying itself so that you are not affected by the curse. If you have more than one prayer charm on your person when targeted by a curse, only 1 prayer charm is consumed. You must declare you’re wearing the prayer charm for it to be active (it cannot be stored). A given character can only use a prayer charm once per long rest. | ||
| === Cost & Creation === | === Cost & Creation === | ||
| 500 GP. You must be Professional in Religion to craft this. | 500 GP. You must be Professional in Religion to craft this. | ||
| - | Ring of Concealment | + | ==== Ring of Concealment |
| - | **Keywords: | + | |
| - | **Item Slot:** Hand or Accessory. | + | * **Keywords: |
| - | **Attune?: | + | |
| - | **Bulk:** L | + | |
| + | | ||
| This nondescript ring seems to possess no magic, though in truth it is a powerful tool of stealth. While you wear the ring, your mind cannot be read. Additionally, | This nondescript ring seems to possess no magic, though in truth it is a powerful tool of stealth. While you wear the ring, your mind cannot be read. Additionally, | ||
| === Cost & Creation === | === Cost & Creation === | ||
| 2,500 GP. You must craft the ring alone and unseen by anyone else. | 2,500 GP. You must craft the ring alone and unseen by anyone else. | ||
| - | Ring of Invisibility | + | ==== Ring of Invisibility |
| - | **Keywords: | + | |
| - | **Item Slot:** Hand or Accessory. | + | * **Keywords: |
| - | **Attune?: | + | |
| - | **Bulk:** L | + | |
| + | | ||
| While you wear this ring, as an action you can spend a Hero Dice to become invisible. You are invisible for a number of rounds equal to 1 + your Hero Dice result. If you attack or take a hostile action you immediately become visible again, wasting any rounds of remaining invisibility. | While you wear this ring, as an action you can spend a Hero Dice to become invisible. You are invisible for a number of rounds equal to 1 + your Hero Dice result. If you attack or take a hostile action you immediately become visible again, wasting any rounds of remaining invisibility. | ||
| === Cost & Creation === | === Cost & Creation === | ||
| 5,000 GP. You must craft this using the remains of a powerful creature (at least 10th level) who can turn invisible naturally. | 5,000 GP. You must craft this using the remains of a powerful creature (at least 10th level) who can turn invisible naturally. | ||
| - | Ring of Spell Storing | + | ==== Ring of Spell Storing |
| - | **Keywords: | + | |
| - | **Item Slot:** Hand or Accessory. | + | * **Keywords: |
| - | **Attune?: | + | |
| - | **Bulk:** L | + | |
| + | | ||
| This ring can hold the magic of spells within its woven silver confines. A spell willingly cast on the ring for the express purpose of storing it allows you to cast that same spell, exactly as it was cast on the ring. A spell storing ring can store up to 3 spells at a time. Casting a spell on a full spell storing ring has no effect and the spell is wasted. No mana is consumed as the ring “holds onto” the spell cast on it. | This ring can hold the magic of spells within its woven silver confines. A spell willingly cast on the ring for the express purpose of storing it allows you to cast that same spell, exactly as it was cast on the ring. A spell storing ring can store up to 3 spells at a time. Casting a spell on a full spell storing ring has no effect and the spell is wasted. No mana is consumed as the ring “holds onto” the spell cast on it. | ||
| - | Deeper Rules | + | === Deeper Rules === |
| - | Unused Spells: A spell that goes unused for 24 hours is wasted. | + | |
| - | Casting Time: Casting a spell from the ring (“unleashing it”) takes the same number of actions as casting it took. | + | |
| - | Rituals: Rituals cannot be stored in a ring of spell storing. | + | |
| - | === Cost & Creation === | + | |
| 5,000 GP. You must be Exceptional in Arcane Lore or Spellcasting to forge the item. | 5,000 GP. You must be Exceptional in Arcane Lore or Spellcasting to forge the item. | ||
| - | Staff Of Command Construct | + | ==== Staff Of Command Construct |
| - | **Keywords: | + | |
| - | **Item Slot:** Wielded. | + | * **Keywords: |
| - | **Attune?: | + | |
| - | **Bulk:** 2 | + | |
| + | | ||
| This ornate metallic staff functions as a stave that deals magic damage. Additionally, | This ornate metallic staff functions as a stave that deals magic damage. Additionally, | ||
| === Cost & Creation === | === Cost & Creation === | ||
| 2,500 GP. You must craft the staff out of a destroyed construct of at least 5th level. | 2,500 GP. You must craft the staff out of a destroyed construct of at least 5th level. | ||
| - | Thiefbane Lantern | + | ==== Thiefbane Lantern |
| - | **Keywords: | + | |
| - | **Item Slot:** wielded | + | * **Keywords: |
| - | **Attune?: | + | |
| - | **Bulk:** 1 | + | |
| + | | ||
| This lantern has a wide, vertical, eye-shaped pane of glass. When lit, the lantern sheds a 30 ft. radius of light that also disrupts invisibility effects. At the start of each turn, the lantern casts a base reveal spell, except it affects all creatures within the lantern’s lit area. This lasts for 3 hours per dose of mundane oil. | This lantern has a wide, vertical, eye-shaped pane of glass. When lit, the lantern sheds a 30 ft. radius of light that also disrupts invisibility effects. At the start of each turn, the lantern casts a base reveal spell, except it affects all creatures within the lantern’s lit area. This lasts for 3 hours per dose of mundane oil. | ||
| === Cost & Creation === | === Cost & Creation === | ||
| 1,000 GP. You must forge the lantern from a guardsman or watchman' | 1,000 GP. You must forge the lantern from a guardsman or watchman' | ||
| - | Wanderer’s Map | + | ==== Wanderer’s Map ==== |
| - | **Keywords: | + | |
| - | **Item Slot:** Wielded. | + | * **Keywords: |
| - | **Attune?: | + | |
| - | **Bulk:** L | + | |
| + | | ||
| This dingy-looking map can give you the general physical layout of the land within 10 miles of you. It takes the form of a thinly sketched topographical map, centered on you, with a compass rose. It doesn’t include any man-made objects, just the terrain. A command word can be spoken and it will sketch out the surrounding area over the course of a short rest. The next time the map is put away and retrieved it is blank again, ready to sketch out a new area. | This dingy-looking map can give you the general physical layout of the land within 10 miles of you. It takes the form of a thinly sketched topographical map, centered on you, with a compass rose. It doesn’t include any man-made objects, just the terrain. A command word can be spoken and it will sketch out the surrounding area over the course of a short rest. The next time the map is put away and retrieved it is blank again, ready to sketch out a new area. | ||
| === Cost & Creation === | === Cost & Creation === | ||
| 1,000 GP. You must take the paper you wish to use to make this map on a journey of a hundred miles or more that takes no less than 1 week. | 1,000 GP. You must take the paper you wish to use to make this map on a journey of a hundred miles or more that takes no less than 1 week. | ||
| - | Whisper Earrings | + | ==== Whisper Earrings |
| - | **Keywords: | + | |
| - | **Item Slot:** Accessory. | + | * **Keywords: |
| - | **Attune?: | + | |
| - | **Bulk:** L | + | |
| + | | ||
| These small earrings allow any whispered communication to be sent to all other synced whisper earrings within one mile as a gentle whisper in one's ear. To sync earrings together they must be left together, touching, for 24 hours. You can unsync a whisper earrings by tossing them in a fire for 30 seconds. | These small earrings allow any whispered communication to be sent to all other synced whisper earrings within one mile as a gentle whisper in one's ear. To sync earrings together they must be left together, touching, for 24 hours. You can unsync a whisper earrings by tossing them in a fire for 30 seconds. | ||
| === Cost & Creation === | === Cost & Creation === | ||
| 500 GP. You must actively hold a conversation with at least 2 other people simultaneously while crafting the earrings. | 500 GP. You must actively hold a conversation with at least 2 other people simultaneously while crafting the earrings. | ||
