アイテム

エサ アイテム0+ Feed Item 0+

Source Travel Guide pg. 103

エサ(標準的) アイテム0 Feed (Standard) Item 0

Source Travel Guide pg. 101
価格 1cp(1週間)

エサ(固有) アイテム0 Feed (Unique)

Source Travel Guide pg. 101
価格 1sp(1週間)

サカナ アイテム0 Fish

Source Travel Guide pg. 103
協会メモ この動物はペットとして購入することが出来るが、戦闘訓練を受けることはできず、いかなる方法によっても戦闘に貢献することは出来ない

価格 1cp以上

Flint and Steel Item 0

Source Core Rulebook pg. 290 3.0
Price 5 cp
Hands 2
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.

フェレット アイテム0 Ferret Item 0

Source Travel Guide pg. 103
協会メモ この動物はペットとして購入することが出来るが、戦闘訓練を受けることはできず、いかなる方法によっても戦闘に貢献することは出来ない

価格 1 sp

火器の矢弾(10ラウンド) Firearm Ammunition (10 rounds)

Source Guns & Gears pg. 151
協会メモ ガンスリンガー(及びガンスリンガーのアーキタイプを持つキャラクター達)はこの本の第4章に掲載されている全てのアンコモンの武器、、関連アイテムの入手手段を持つが、ビースト・ガンとあらゆる限定あるいは制限アイテムは特記無い限り、その例外である。アルケンスター、ドンガン領、枷の島を故郷とするキャラクターは全ての黒色火薬銃、矢弾、関連アクセサリの入手手段を持つ。
入手手段 下記の地域は火器の入手手段を持つ:アルケンスター、ドンガン領、ティエン=シア、ヴードラ、アルカディア、ウースタラヴ、枷の島

価格 1sp
バルク 軽重量
カテゴリー 
グループ 火器
特性 
火器は、発射物と黒色火薬で作られる矢弾を必要とする。1ラウンド分の矢弾の構成は多様であるが、一般的には、詰め物、銃弾、黒色火薬をあらかじめパッケージした紙のカートリッジか、手動で包まれたゆるい弾である。武器の中には、ハンド・キャノンやブランダーバスのように他の物質を発射することが出来るものもあるが、黒色火薬の価値が同じであるため、価格は同じである。武器の矢弾を作成するには黒色火薬が必要であるため、《錬金術製作》の技能特技が必要である。1ラウンドの矢弾という考え方は、アローやボルトと同じく、魔法の矢弾についても有効な選択肢である。魔法の火器の矢弾を作成するには、錬金術アイテムと魔法のアイテムの双方を作成する能力が必要である。

火器クリーニング用具 アイテム0 Firearm Cleaning Kit Item 0


Source Guns & Gears pg. 179
価格 1sp
用法 2
バルク 軽重量

この用具には清掃用の布、油、小さな鋼鉄のブラシ、そして火器を適切に清掃し、メンテナンスするのに必須のその他の小さな道具が入っている。火器クリーニング用具なしでは、君は通常の使用状況下で不発のリスクがないことを確実にするための一日の準備の間、君は必須の作業を行うことが出来ない。

カエル アイテム0 Frog

Source Travel Guide pg. 103
協会メモ この動物はペットとして購入することが出来るが、戦闘訓練を受けることはできず、いかなる方法によっても戦闘に貢献することは出来ない

価格 2sp以上

銃架槍 Forked Bipod

Source Guns & Gears pg. 152
価格 3gp
ダメージ 1d4点の刺突ダメージ
バルク 軽重量
用法 1
カテゴリー 単純武器
グループ 槍
特性 機敏、致命的d6、巧技

マナ荒地の混沌とした変異モンスターに襲われ、三脚銃架を設置する時間がないことがあるアルケンスターの斥候によって開発された、この、先端が二本に分かれた穿刺用の武器は、大きな反動なしで銃を安定させる二脚の銃架として使うことが出来る。銃架槍は「使用」アクションで近接武器として展開させたり、元に戻したりすることが出来る。

仕掛けマグ アイテム0 False-Bottomed Mug Item 0


Source Dark Archive pg. 82
価格 5sp
用法 1
使用方法 1本の手で持つ
バルク 軽重量
入手手段 ベルフラワー・ネットワークの一員であること
このマグは他のマグと見た目は変わらない。しかし、底の部分を回すと、ベルベットが敷かれた小部屋があるのである。ベルフラワー・ネットワークのメンバーは、このマグを主にメッセージや小さな物体を隠して他のメンバーかもしれない者に伝えるのに使っている。特にこのマグを調べるのなら、偽の底部を発見するための知覚DCは15である。

火器の矢弾 (5ラウンド)

Source Guns & Gears pg. 151
協会メモ ガンスリンガー(及びガンスリンガーのアーキタイプを持つキャラクター達)はこの本の第4章に掲載されている全てのアンコモンの武器、、関連アイテムの入手手段を持つが、ビースト・ガンとあらゆる限定あるいは制限アイテムは特記無い限り、その例外である。アルケンスター、ドンガン領、枷の島を故郷とするキャラクターは全ての黒色火薬銃、矢弾、関連アクセサリの入手手段を持つ。
入手手段 下記の地域は火器の入手手段を持つ:アルケンスター、ドンガン領、ティエン=シア、ヴードラ、アルカディア、ウースタラヴ、枷の島

価格 1sp
バルク 軽重量
カテゴリー 
グループ 火器
特性 

価格 1sp ←10ラウンドと同じなので確認
バルク 軽重量
カテゴリー 
グループ 火器
特性 アンコモン
火器は、発射物と黒色火薬で作られる矢弾を必要とする。1ラウンド分の矢弾の構成は多様であるが、一般的には、詰め物、銃弾、黒色火薬をあらかじめパッケージした紙のカートリッジか、手動で包まれたゆるい弾である。武器の中には、ハンド・キャノンやブランダーバスのように他の物質を発射することが出来るものもあるが、黒色火薬の価値が同じであるため、価格は同じである。武器の矢弾を作成するには黒色火薬が必要であるため、《錬金術製作》の技能特技が必要である。1ラウンドの矢弾という考え方は、アローやボルトと同じく、魔法の矢弾についても有効な選択肢である。魔法の火器の矢弾を作成するには、錬金術アイテムと魔法のアイテムの双方を作成する能力が必要である。

ファイティング・スティック Fighting Stick

Source The Mwangi Expanse pg. 86 2.0
入手手段 ソン=オ族
価格 5sp
ダメージ 1d6点の殴打ダメージ
バルク 1
用法 1
カテゴリー 軍用武器
グループ 棍棒
特性 返し刀、ハーフリング、、押しやり、アンコモン

この硬いが柔軟性のあるロングソードほどの長さの木は、武器というよりもポールのように見えるが、正しく使えば危険な代物である。一般的にはソン=オ族の文化以外では戦闘に使われることはないが、ハーフリングの中には、戦闘中に剣と同程度に効果的にこの武器を使うことが出来るほど習熟した者もいる。多くのハーフリングは確固たるテンポとリズムを保つため、戦闘中に歌うこともあるだろう。この武器は1d6点の殴打ダメージを与える。ファイティング・スティックは棍棒の武器グループに属する片手の軍用近接武器である。

釣り具 アイテム0+ Fishing Tackle Item 0+

Source Core Rulebook pg. 290 3.0
価格 8sp
用法 2
バルク 1
この用具には分解可能な釣り用のポール、釣り針、釣り糸、ルアー、釣り網が含まれている。

釣り用具 アイテム0 Fishing Tackle

Source Core Rulebook pg. 290 3.0
価格 8sp
用法 2
バルク 1

釣り用具(プロ用)アイテム3 Fishing Tackle (Professional)

Source Core Rulebook pg. 290 3.0
価格 20gp
用法 2
バルク 1

プロ用の釣り用具は釣りのための判定に+1アイテム・ボーナスを与える

フレイル Flail

Source Core Rulebook pg. 280 3.0
神格の好む武器 アヌビスAnubis、アーシェアArshea、 ダイキツDaikitsu、ニンバロスNhimbaloth、オシリスOsiris、 The Offering Plate(翻訳確認)
価格 8sp
ダメージ 1d6点の殴打ダメージ
バルク 1
用法 1
カテゴリー 軍用
グループ フレイル
特性 武器落とし、一掃、足払い

この武器は棘のある球体か円筒に、鎖かロープあるいは革紐で木製の持ち手が取り付けられている。

キツネ Fox

Item 0
Source Travel Guide pg. 103
PFS Note This animal can be purchased as a pet, but cannot be combat trained or contribute to combat in any way.

Price 8 sp

Fake Blood Pack

Item 0
Consumable
Source Grand Bazaar pg. 92
Price 1 gp
Usage worn under light armor or clothes; Bulk L
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. When faking an injury, the blood pack grants a +2 item bonus to relevant Deception checks, such as to Lie about being injured. Abilities that trigger when a creature deals bleed damage, 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.

Filcher’s Fork
Source Core Rulebook pg. 281 3.0
Price 1 gp; Damage 1d4 P; Bulk L
Hands 1
Category Martial
Group Spear; Traits Agile, Backstabber, Deadly d6, Finesse, Halfling, Thrown 20 ft., Uncommon
This halfling weapon looks like a long, two-pronged fork and is used as both a weapon and a cooking implement.

Flayleaf
Item 0
AlchemicalConsumableDrugIngestedInhaledPoison
Source Gamemastery Guide pg. 120
Price 1 gp
Usage held in 1 hand; Bulk L
Activate Interact
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.

Saving Throw DC 12 Fortitude; Onset 10 minutes; Maximum Duration 4 hours; Stage 1 +1 item bonus to saving throws against mental effects (1 hour); Stage 2 fatigued and +1 item bonus to saving throws against mental effects (1 hour); Stage 3 fatigued and stupefied 1 (1 hour); Stage 4 fatigued, frightened 2, stupefied 2 (1 hour)

Formula Book (Blank)
Item 0
Source Core Rulebook pg. 290 3.0
Price 1 gp
Hands 1; Bulk L
A formula book holds the formulas necessary to make items other than the common equipment from this chapter; alchemists 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.

Fighting Fan
Source Gods & Magic pg. 120 2.0
Favored Weapon Lady Jingxi
Price 1 gp, 1 sp; Damage 1d4 S; Bulk L
Hands 1
Category Martial
Group Knife; Traits Agile, Backstabber, Deadly d6, Finesse, Monk, Uncommon
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.

Fauchard
Source Character Guide pg. 92 2.0
Price 1 gp, 4 sp; Damage 1d8 S; Bulk 2
Hands 2
Category Martial
Group Polearm; Traits Deadly d8, Reach, Sweep, Trip
A fauchard is similar to a glaive, save that its cutting edge is along the concave side. Fauchards are favored by Crimson Reclaimers for hacking through waves of zombies. The fauchard is a martial melee weapon.

Falchion
Source Core Rulebook pg. 280 3.0
Favored Weapon Lamashtu, Sobek
Price 3 gp; Damage 1d10 S; Bulk 2
Hands 2
Category Martial
Group Sword; Traits Forceful, Sweep
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.

Folding Ladder
Item 0
Source Grand Bazaar pg. 92
Price 3 gp
Hands 2; Usage held in 2 hands; Bulk 1 (3 unfolded)
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.

Fangwire
Source Ancestry Guide pg. 138 2.0
Price 4 gp; Damage 1d4 S; Bulk L
Hands 1
Category Martial
Group Brawling; Traits Agile, Backstabber, Deadly d8, Finesse, Grapple, Kobold, Uncommon
This kobold wire is thin and hard to see, making it perfect for an ambush. The wielder wraps the wire around a vulnerable spot, such as the neck, and twists it to inflict potentially fatal lacerations. The name derives from the use of a similar wire in traps, or slow fangs, with the word “slow” removed, as a fangwire gets quick results

Familiar Satchel
Item 0
Uncommon
Source PFS Guide pg. 114
Price 5 gp
Bulk 1
Access Member of the Pathfinder Society.
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.

Fire Lance
Source Guns & Gears pg. 153
PFS Note Gunslingers (and characters with the Gunslinger archetype) gain access to all uncommon weapons, ammunition, and related items from Chapter 4 of this book, with the exception of Beast Guns and any limited or restricted items, unless the item indicates otherwise. Characters with a Home Region of Tien Xia or Vudra have access to hand cannons and fire lances, associated ammunition and accessories. Characters with a Home Region of Alkenstar, Dongun Hold, or the Shackles have access to all black powder guns, ammunition and related accessories.

Access The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles
Price 5 gp; Damage 1d6 P; Bulk 2
Hands 2; Range 10 ft.; Reload 2
Category Simple
Ammunition Firearm Ammunition (10 rounds)
Group Firearm; Traits Fatal d10, Uncommon
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.

Fire Poi
This Weapon may contain spoilers from the Extinction Curse Adventure Path
Source Pathfinder #151: The Show Must Go On pg. 77
Price 5 gp; Damage 1d4 B + 1d4 F; Bulk L
Hands 1
Category Advanced
Group Flail; Traits Agile, Backswing, Finesse, Twin, Uncommon
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.

Flingflenser
Source Guns & Gears pg. 153
PFS Note Gunslingers (and characters with the Gunslinger archetype) gain access to all uncommon weapons, ammunition, and related items from Chapter 4 of this book, with the exception of Beast Guns and any limited or restricted items, unless the item indicates otherwise. Characters with a Home Region of Alkenstar, Dongun Hold, or the Shackles have access to all black powder guns, ammunition and related accessories.
Feats that grant access to weapons with ancestry traits (such as Dwarven Weapon Familiarity), do not grant access to firearms with the listed trait unless the character separately has access to firearms. The reverse is also true, that general access to firearms does not grant access to ancestry-specific weapons. If you have access to firearms, you can gain access to firearms with an ancestry trait (dwarf, elf, goblin, etc.) by selecting an ancestry feat or other option that specifically grants it (for example, to gain access to a clan pistol, take the Clan Pistol feat or Dwarven Weapon Familiarity feat).

Access The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles
Price 6 gp; Damage 1d6 S; Bulk 1
Hands 2; Range 30 ft.; Reload 1
Category Advanced
Ammunition Firearm Ammunition (5 rounds)
Group Firearm; Traits Backstabber, Fatal d10, Goblin, Scatter 5 ft., Uncommon
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 together and attached to a black powder packet with a thin leather strap serves as ammunition and is loaded through the hatch before being fired with a flintlock or other external ignition mechanism. The flingflenser’s sturdy design also places it among the more reliable goblin weapons.

Flintlock Pistol
Source Guns & Gears pg. 153
PFS Note Gunslingers (and characters with the Gunslinger archetype) gain access to all uncommon weapons, ammunition, and related items from Chapter 4 of this book, with the exception of Beast Guns and any limited or restricted items, unless the item indicates otherwise. Characters with a Home Region of Alkenstar, Dongun Hold, or the Shackles have access to all black powder guns, ammunition and related accessories.

Access The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles
Price 6 gp; Damage 1d4 P; Bulk 1
Hands 1; Range 40 ft.; Reload 1
Category Simple
Ammunition Firearm Ammunition (10 rounds)
Group Firearm; Traits Concussive, Fatal d8, Uncommon
Though less accurate and powerful than a flintlock musket, the flintlock pistol is a preferred weapon of privateers thanks to its more compact size and affordability. Pirate captains often wear a brace of such pistols in a bandolier so they can draw and fire without stopping to reload.

Flintlock Musket
Source Guns & Gears pg. 153
PFS Note Gunslingers (and characters with the Gunslinger archetype) gain access to all uncommon weapons, ammunition, and related items from Chapter 4 of this book, with the exception of Beast Guns and any limited or restricted items, unless the item indicates otherwise. Characters with a Home Region of Alkenstar, Dongun Hold, or the Shackles have access to all black powder guns, ammunition and related accessories.

Access The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles
Price 7 gp; Damage 1d6 P; Bulk 1
Hands 2; Range 70 ft.; Reload 1
Category Simple
Ammunition Firearm Ammunition (10 rounds)
Group Firearm; Traits Concussive, Fatal d10, Uncommon
The most commonly available of firearms in Alkenstar, 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 preferred by Alkenstar and Dongun Hold’s military members, the flintlock musket is popular among civilians for its ease of use.

False Manacles
Item 0
Uncommon
Source PFS Guide pg. 114
Price 10 gp
Hands 2
Access Member of the Pathfinder Society.
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.

Forensic Dye
Item 1
AlchemicalConsumable
Source Advanced Player’s Guide pg. 254 2.0
Price 3 gp
Usage held in 1 hand; Bulk L
Activate Interact
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.

Once activated, the dye remains potent for up to 10 minutes, during which time you can spend 1 minute to brush it onto a single object of up to 1 Bulk or across the ground in a single 5-foot square. Where the dye comes in contact with an exact match for the activating chemical, it takes on a bright blue hue, while staying transparent in areas where there is no activating component present.

Flare Beacon
Item 1+
UncommonConsumableGadget
Source Guns & Gears pg. 69
Usage held in 1 hand; Bulk L
Access Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.
Activate Interact
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.
PFS Standard
Flare Beacon (Lesser)
Item 1
Source Guns & Gears pg. 69
Price 4 gp
Bulk L
PFS Standard
Flare Beacon (Moderate)
Item 6
Source Guns & Gears pg. 69
Price 35 gp
Bulk L
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.
PFS Standard
Flare Beacon (Greater)
Item 10
Source Guns & Gears pg. 69
Price 180 gp
Bulk L
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.
PFS Standard
Flare Beacon (Major)
Item 16
Source Guns & Gears pg. 69
Price 1,500 gp
Bulk L
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.

PFS StandardFlare Snare
Item 2
ConsumableMechanicalSnareTrapVisual
Source Advanced Player’s Guide pg. 256 2.0
Price 5 gp
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.

Focus Cathartic
Item 2+
AlchemicalConsumableElixirHealing
Source Advanced Player’s Guide pg. 253 2.0
Usage held in 1 hand; Bulk L
Activate Interact
Focus briefly calms your neurons, helping ease mental effects. When you drink this elixir, the elixir attempts a counteract check with the listed counteract modifier to remove the confused or stupefied condition from a single source, using the source of that condition to determine the counteract level and DC.
PFS Standard
Focus Cathartic (Lesser)
Item 2
Source Advanced Player’s Guide pg. 254 2.0
Price 5 gp
Bulk L
The serum has a +6 counteract modifier.
PFS Standard
Focus Cathartic (Moderate)
Item 4
Source Advanced Player’s Guide pg. 254 2.0
Price 15 gp
Bulk L
The serum has a +8 counteract modifier.
PFS Standard
Focus Cathartic (Greater)
Item 12
Source Advanced Player’s Guide pg. 254 2.0
Price 325 gp
Bulk L
The serum has a +19 counteract modifier.
PFS Standard
Focus Cathartic (Major)
Item 18
Source Advanced Player’s Guide pg. 254 2.0
Price 3,250 gp
Bulk L
The serum has a +28 counteract modifier.

Flask of Fellowship
Item 2
ConjurationMagical
Source Secrets of Magic pg. 184 1.1
Price 25 gp
Usage held in 2 hands; Bulk L
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.

Activate 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.

The GM can disallow the flask’s use if it doesn’t make sense in the moment for you to pull out a flask and start pouring, if drinks are inappropriate for the occasion, or if your target is absolutely not interested in sharing a drink with you. Drinks from the flask of fellowship are entirely social; they won’t intoxicate anyone, nor alleviate serious thirst.

Fanged
Item 2+
UncommonMagicalTransmutation
Source Grand Bazaar pg. 106
Usage etched onto a melee weapon
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.

Activate 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).

PFS Standard
Fanged
Item 2
Source Grand Bazaar pg. 106
Price 30 gp
PFS Standard
Fanged (Greater)
Item 8
Source Grand Bazaar pg. 106
Price 425 gp
In animal form, you gain low-light vision and a +5-foot item bonus to your Speed.
PFS Standard
Fanged (Major)
Item 15
Source Grand Bazaar pg. 106
Price 6,000 gp
In animal form, you gain low-light vision, imprecise scent to a range of 30 feet, and a +10-foot item bonus to your Speed.

Full Plate
Item 2
Source Core Rulebook pg. 275 3.0
Price 30 gp; AC Bonus +6; Dex Cap +0; Check Penalty -3; Speed Penalty -10 ft.
Strength 18; Bulk 4; Group Plate; Traits Bulwark
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.

Feather Step Stone
Item 3
ConsumableMagicalTalismanTransmutation
Source Core Rulebook pg. 567 3.0
Price 8 gp
Usage affixed to armor
Activate envision; Trigger You Stride or Step; Requirements You are an expert in Acrobatics
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.

Fire Box
Item 3
UncommonClockworkConsumableFireMechanicalSnareTrap
Source Guns & Gears pg. 80
PFS Note Inventors (and characters with the Inventor archetype) gain access to uncommon clockwork items from from Chapters 1 and 2 from this book, unless the item specifically states otherwise. Characters with a Home Region of Absalom, New Thassilon, Alkenstar, Dongun Hold or Arcadia have access to uncommon clockwork items from Chapters 1 and 2 from this boook, as inventors.

Price 10 gp
Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book.
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.

Forgetful Drops
Item 3
UncommonAlchemicalConsumableIngestedPoison
Source Dark Archive pg. 82
Price 10 gp
Usage held in 1 hand; Bulk 1
Access Member of a secret society
Activate Interact
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.

Saving Throw DC 18 Fortitude; Onset 5 minutes; Maximum Duration 1 hour; Stage 1 stupefied 1 (10 minutes); Stage 2 stupefied 1 and clumsy 1 (20 minutes); Stage 3 stupefied 1, clumsy 1, and confused (30 minutes)

Fulu of Fire Suppression
Item 3
AbjurationConsumableFuluMagical
Source Secrets of Magic pg. 159 1.1
Price 10 gp
Duration 1 week; Usage affixed to a wall
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.

If the fulu itself catches fire, as it burns, it releases a shower of water in a 30-foot cone, automatically putting out non-magical fires in this area and attempting to counteract any magical fire effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu’s duration ends early.

Fulu of Flood Suppression
Item 3
AbjurationConsumableFuluMagical
Source Secrets of Magic pg. 159 1.1
Price 10 gp
Duration 1 week; Usage affixed to a wall
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.

The fulu slows the spread of flooding water in a 30-foot radius by half, repelling the remaining water away. If the fulu becomes submersed, as the ink dissolves in the water, it releases a rush of heat in a 10-foot emanation, harmlessly vaporizing non-magical water in this area into steam and attempting to counteract any magical water effects with a +7 counteract modifier and a counteract level of 2; when this happens, the fulu’s duration ends early.

Fingerprinting Kit
Item 3
This Item may contain spoilers from the Agents of Edgewatch Adventure Path
Uncommon
Source Pathfinder #157: Devil at the Dreaming Palace pg. 77
Price 30 gp
Hands 2; Usage held in 2 hands; Bulk L
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.

The kit consists of two parts. The first, a delicate brush and a jar of extremely fine dust, is used to reveal fingerprints left behind by most humanoid creatures. The dust sticks to the natural oils left behind on smooth surfaces. When you use the kit to determine whether or not creatures left behind a fingerprint at a crime scene, the GM rolls a secret Thievery check against the Thievery DC of every creature capable of leaving prints that has interacted with the scene. On a success, you locate a clear print from that creature and carefully transfer it to a special sheet of sticky paper. (Note that fingerprints can last for days, and prints collected in this manner often include those of victims, witnesses, and unrelated passersby.) At the GM’s discretion, the print-leaving creature might get a bonus to its Thievery DC for taking special precautions. In other cases, finding a print might be impossible (such as if the creature was wearing gloves or if the location has been significantly compromised).

The second part of the kit is a small sheaf of paper and a pad soaked in ink. By forcing a humanoid creature with fingerprints to roll a finger across the pad and then press it to the paper, you can obtain an image of the unique whorls in that creature’s fingerprints. These can then be compared to any prints found at a crime scene. Successfully determining whether or not two prints match requires a DC 15 Perception check—the GM should roll this check secretly as well, since a failed check may result in false information.

Fashionable Wayfinder
Item 3
UncommonConjurationInvestedMagical
Source PFS Guide pg. 122
Price 50 gp
Usage worn
Access Member of the Pathfinder Society.
Fashionable wayfinders allow you to be dressed for success in almost any situation. In addition to the effects of a wayfinder, a fashionable wayfinder can attune to up to three sets of mundane clothing in your possession during your daily preparations. A fashionable wayfinder has the following activation.

Activate envision; Effect You call one of the attuned sets of clothing onto yourself, changing clothes instantly and leaving you either holding the old set of clothing or with the old set folded neatly on the floor if you don’t have a free hand to hold it. This activation can’t change you into or out of a suit of armor of any kind. While the activation can transport the chosen attuned set of clothing onto you from up to 60 feet away, it can’t transport any other creatures or items that might have been stored in the clothing.

Fighter’s Fork
Item 3
MagicalTransmutation
Source Core Rulebook pg. 600 3.0
Price 50 gp
Usage held in 1 or 2 hands; Bulk 1
Base Weapon Trident
This +1 trident, usually engraved with a decorative pattern resembling fish scales, is a common weapon among warriors of aquatic ancestries.

Activate Interact; Effect You extend or shorten the trident’s haft. When extended, the trident requires two hands to wield and gains the reach trait, but loses the trident’s normal thrown trait.

Flaming Star
Item 3+
EvocationFireMagicalSpellheart
Source Secrets of Magic pg. 170 1.1
Usage affixed to armor or a weapon
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.
Armor You gain resistance 2 to fire.
Weapon After you cast a fire spell by Activating the star, your Strikes with the weapon deal an additional 1d4 fire damage until the end of your next turn.

Activate Cast a Spell; Effect You cast produce flame.

PFS Standard
Flaming Star
Item 3
Source Secrets of Magic pg. 170 1.1
Price 55 gp
PFS Standard
Flaming Star (Greater)
Item 8
Source Secrets of Magic pg. 170 1.1
Price 425 gp
Resistance when affixed to armor is 5, extra damage when affixed to a weapon is 1d6, the spell attack roll is +14, and the spell DC is 24.

Activate Cast a Spell; Frequency once per day; Effect You cast fireball.

PFS Standard
Flaming Star (Major)
Item 12
Source Secrets of Magic pg. 170 1.1
Price 1,750 gp
Resistance when affixed to armor is 10, extra damage when affixed to a weapon is 1d8, the spell attack roll is +19, and the spell DC is 29.

Activate Cast a Spell; Frequency once per day; Effect You cast 4th-level fireball.

Activate Cast a Spell; Frequency once per day; Effect You cast wall of fire.

PFS StandardFamiliar Tattoo
Item 3
InvestedMagicalTattooTransmutation
Source Secrets of Magic pg. 164 1.1
Price 60 gp
Usage tattooed on the body
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.

PFS StandardFortifying Pebble
Item 4
UncommonAbjurationConsumableMagicalTalisman
Source Character Guide pg. 110 2.0
Price 13 gp
Usage affixed to armor, shield, or weapon
Access A character who is a member of the Pathfinder Society has access to this option.
Activate envision; Trigger The affixed object would take damage
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.

Fang Snare
Item 4
This Item may contain spoilers from the Extinction Curse Adventure Path
UncommonConsumableMechanicalSnareTrap
Source Pathfinder #151: The Show Must Go On pg. 76
Price 15 gp
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.

Success The target is unaffected.
Failure The target takes 1 piercing damage and 2d8 poison damage.
Critical Failure The target takes 2 piercing damage and 4d8 poison damage.

Fire-Douse Snare
Item 4
RareConsumableMechanicalSnareTrap
Source Monsters of Myth pg. 112
Price 15 gp
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.

Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is blinded until the end of its next turn and dazzled for 1 minute afterwards.
Critical Failure The creature is blinded for 1 minute and dazzled for 10 minutes afterwards.

Fear Gem
Item 4
ConsumableEnchantmentFearMagicalMentalTalisman
Source Core Rulebook pg. 566 3.0
Price 20 gp
Usage affixed to a weapon
Activate >>、Intimidating Strike
Dark smoke seems to writhe within this obsidian gem. When you activate the gem, you make an Intimidating Strike, as the fighter feat.

If you have the Intimidating Strike feat, increase the frightened condition value from this Intimidating Strike to frightened 2, or frightened 3 on a critical hit.

Five-Feather Wreath
Item 4+
AirMagicalSpellheartTransmutation
Source Secrets of Magic pg. 170 1.1
Usage affixed to armor or a weapon
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.
Armor You gain a +1 item bonus to Acrobatics checks and resistance 2 to falling damage.
Weapon After you cast an air spell by Activating the wreath, you can Fly 5 feet as a single action, or you can Fly 10 feet as a free action if the spell you cast wasn’t a cantrip. This must be your next action, and if you don’t have a fly Speed, you must end the flight on solid ground or fall.

Activate Cast a Spell; Effect You cast gale blast.

Firework Pogo
Vehicle 4
UncommonMedium
Source Grand Bazaar pg. 76
Price 300 gp
Space 5 feet long, 5 feet wide, 5 feet high
Crew 1 pilot
Piloting Check Crafting (DC 21), Piloting Lore (DC 19)
AC 17; Fort +11
Hardness 5, HP 70 (BT 35); Immunities object immunities; Weaknesses fire 10 until broken
Speed jump jet (alchemical)
Collision 2d10 (DC 19)
Jump Jet The firework pogo moves exclusively via Leaping. For each action spent to Drive, the pogo Leaps 20 feet horizontally or 10 feet vertically.
Unstable Launch When the pilot uses a 3-action activity to recklessly Drive the firework pogo, it emits a burst of flames on launch that deals 3d6 fire damage to the pilot, the pogo itself, and each creature in a 10-foot radius (DC 19 basic Reflex save).

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