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ButcheringAxeStandard
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ButcheringAxePlus1
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ButcheringAxePlus2
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ButcheringAxePlus3
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ButcheringAxePlus4
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ButcheringAxePlus5
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DivineTridentWeapon
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FlameBladeWeapon
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ButcheringAxePlus1Impact
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ButcheringAxePlus3Impact
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ButcheringAxePlus5Impact
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ButcheringAxePlus5ImpactBaneEvil
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ProduceFlameWeapon
When eaten goodberries heal 2d4 point of damage, however if they are eaten more than once every 24 hours they can make the creature that ate them sick for a short time.
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GoodberryItem
This amulet allows the wearer to cast Reduce Person as a 6th level wizard once pey day.
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AmuletEarlyRider
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ScrollOfArcaneConcordance
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ScrollOfBloodMist
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ScrollOfBurstOfNettles
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ScrollOfClaySkin
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ScrollOfCorrosiveConsumption
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ScrollOfDanceOfAHundredCuts
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ScrollOfDanceOfAThousandCuts
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ScrollOfDeadlyFinale
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ScrollOfDustOfTwilight
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ScrollOfEntropicShield
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ScrollOfEruptivePustules
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ScrollOfFuryOftheSun
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ScrollOfGloomblindBolts
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ScrollOfGoodberry
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ScrollOfShieldOfFortificationGreater
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ScrollOfHollowBlades
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ScrollOfHydraulicPush
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ScrollOfHypnoticPattern
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ScrollOfInflictPain
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ScrollOfInflictPainMass
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ScrollOfKingsCastle
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ScrollOfMoonstruck
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ScrollOfParticulateForm
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ScrollOfPurgingFinale
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ScrollOfRevivingFinale
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ScrollOfRigorMortis
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ScrollOfScourgeOfTheHorsemen
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ScrollOfShambler
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ScrollOfShieldOfFortification
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ScrollOfShillelagh
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ScrollOfSlipstream
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ScrollOfSteamRayFusilladeh
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ScrollOfStunningFinale
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ScrollOfTransmuteBloodToAcid
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ScrollOfWallOfFire
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ScrollOfWoodenPhalanx
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ScrollOfZephyrsFleetness
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FFSpellBowItem
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MagicSwordWeaponSecond
Only those that are bards and of good alignment may wield this blade. The blade Everlight is a blade forged for the champion of Sarenrae. This blade has aided many and protected many more with the divine gift of the Dawnflower’s Hymn. The wielder gains the feat lingering song and when the enemy is struck they take 2d6 extra divine damage.
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SarSword5
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MagicSwordWeapon
Only those that are bards and of good alignment may wield this blade. A blade blessed by Sarenrae, wielded by those who serve her. The wielder gains the feat lingering song.
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SarSword1
Only those that are bards and of good alignment may wield this blade. A blade blessed by Sarenrae, wielded by those who serve her. The wielder gains the feat lingering song.
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SarSword2
Only those that are bards and of good alignment may wield this blade. A blade blessed by Sarenrae, wielded by those who serve her. The wielder gains the feat lingering song. When the enemy is struck they take 1d6 extra divine damage.
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SarSword3
Only those that are bards and of good alignment may wield this blade. A blade blessed by Sarenrae, wielded by those who serve her. The wielder gains the feat lingering song. When the enemy is struck they take 2d6 extra divine damage.
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SarSword4
Element: universal
Type: form infusion
Level: 1
Burn: 1
Associated Blasts: any
Saving Throw: none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn’t add the damage bonus from elemental overflow.
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AutumnKineticBladeWeapon
Element: universal
Type: form infusion
Level: 1
Burn: 1
Associated Blasts: any
Saving Throw: none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn’t add the damage bonus from elemental overflow.
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ForceKineticBladeWeapon
Element: universal
Type: form infusion
Level: 1
Burn: 1
Associated Blasts: any
Saving Throw: none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn’t add the damage bonus from elemental overflow.
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GravityKineticBladeWeapon
Element: universal
Type: form infusion
Level: 1
Burn: 1
Associated Blasts: any
Saving Throw: none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn’t add the damage bonus from elemental overflow.
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NegativeKineticBladeWeapon
Element: universal
Type: form infusion
Level: 1
Burn: 1
Associated Blasts: any
Saving Throw: none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn’t add the damage bonus from elemental overflow.
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PositiveKineticBladeWeapon
Element: universal
Type: form infusion
Level: 1
Burn: 1
Associated Blasts: any
Saving Throw: none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn’t add the damage bonus from elemental overflow.
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SpringKineticBladeWeapon
Element: universal
Type: form infusion
Level: 1
Burn: 1
Associated Blasts: any
Saving Throw: none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn’t add the damage bonus from elemental overflow.
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SummerKineticBladeWeapon
Element: universal
Type: form infusion
Level: 1
Burn: 1
Associated Blasts: any
Saving Throw: none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn’t add the damage bonus from elemental overflow.
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AetherKineticBladeWeapon
Element: universal
Type: form infusion
Level: 1
Burn: 1
Associated Blasts: any
Saving Throw: none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn’t add the damage bonus from elemental overflow.
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VerdantKineticBladeWeapon
Element: universal
Type: form infusion
Level: 1
Burn: 1
Associated Blasts: any
Saving Throw: none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn’t add the damage bonus from elemental overflow.
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VoidKineticBladeWeapon
Element: universal
Type: form infusion
Level: 1
Burn: 1
Associated Blasts: any
Saving Throw: none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn’t add the damage bonus from elemental overflow.
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WinterKineticBladeWeapon
Element: universal
Type: form infusion
Level: 1
Burn: 1
Associated Blasts: any
Saving Throw: none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn’t add the damage bonus from elemental overflow.
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WoodKineticBladeWeapon
According to legend, this helmet belonged to a mighty warrior who was doomed to endlessly slay hordes of demons. It doesn’t seem to have any magic, but it looks formidable.
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KillerHelm_easterEgg
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ScrollOfForceArmor
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ScrollOfMageArmor2
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ScrollOfMageArmor3
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ScrollOfMageArmor4
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ScrollOfMagicMissileGreater
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ScrollOfMagicMissileMastered
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ScrollOfMageShield2
The pearl of power that combines powers of all other pearls that owner possesses.
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OnePearlItem
You form a burning glaive using your magic. The weapon is appropriate to your size and has a +1 enhancement bonus and the flaming weapon special ability. When wielding the glaive, you are considered proficient with it and use your caster level as your base attack bonus (which may give you multiple attacks). The glaive’s enhancement bonus increases to +2 at caster level 15th, and +3 at caster level 19th. This spell is not cumulative with greater magic weapon or any other spell that might modify the weapon in any way.
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EmblemGreedWeapon
You form a burning glaive using your magic. The weapon is appropriate to your size and has a +1 enhancement bonus and the flaming weapon special ability. When wielding the glaive, you are considered proficient with it and use your caster level as your base attack bonus (which may give you multiple attacks). The glaive’s enhancement bonus increases to +2 at caster level 15th, and +3 at caster level 19th. This spell is not cumulative with greater magic weapon or any other spell that might modify the weapon in any way.
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EmblemGreedWeapon2
You form a burning glaive using your magic. The weapon is appropriate to your size and has a +1 enhancement bonus and the flaming weapon special ability. When wielding the glaive, you are considered proficient with it and use your caster level as your base attack bonus (which may give you multiple attacks). The glaive’s enhancement bonus increases to +2 at caster level 15th, and +3 at caster level 19th. This spell is not cumulative with greater magic weapon or any other spell that might modify the weapon in any way.
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EmblemGreedWeapon3
A blade formed by a Soulknife
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MindBladeLightItem
A blade formed by a Soulknife
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MindBladeSwordItem
A blade formed by a Soulknife
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MindBladeHeavyItem
A bolt of psionic energy
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MindBoltLongItem
A bolt of psionic energy
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MindBoltMediumItem
A bolt of psionic energy
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MindBoltShortItem
A Tower-shield made of Psychic Energy
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MindTowerShieldItem
This powerful keen light crossbow +2 is capable of firing bolts at astonishing speeds.
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ArmyScytheItem
Once per day this book may be used to grant a random spell scroll.
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BookOfInfiniteSpellsItem
A +2 Leather Armour with an increase to Max Dexterity of +4 and no arcane failure bonus.
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CatskinArmor
The owner of this quiver can use it to shoot 80 units of ice ammunition per day. Ice ammunition deals additional 1d6 ice damage on hit.
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IceArrowQuiverItem
This spear is wreathed in electrical energy. On hit it may release this energy on a enemy in a 30 yard radius.
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Lightning Rod
Once per you may use this item to grant you party members each a random food buff, doing so removes any current food buff.
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PotofEndlessFoodItem
This bastard sword deals 1d4 magic damage and 4d6 elemental damage of a random type.
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Prismatic Blade
This ring grants its wearer a continuous shield spell effect.
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RingofShieldItem
This profane blade corrupts the connection between a deity and their follower. Has a chance on hit to apply a debuff that may cause a non-arcane spellcasters spells to fail.
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AnathemasBiteItem
Created by a mage who was alot stronger than he was skilled in magecraft, to win a duel against his formal rival.
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MagesMigraineItem
A black blade’s enhancement bonus increases as it gains levels. It is +1 at level 1 and increases by 1 every 4 levels thereafter. A black blade cannot be wielded by anyone other than its owner.
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BlackBladeBastardSword
A black blade’s enhancement bonus increases as it gains levels. It is +1 at level 1 and increases by 1 every 4 levels thereafter. A black blade cannot be wielded by anyone other than its owner.
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BlackBladeBattleaxe
A black blade’s enhancement bonus increases as it gains levels. It is +1 at level 1 and increases by 1 every 4 levels thereafter. A black blade cannot be wielded by anyone other than its owner.
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BlackBladeDuelingSword
A black blade’s enhancement bonus increases as it gains levels. It is +1 at level 1 and increases by 1 every 4 levels thereafter. A black blade cannot be wielded by anyone other than its owner.
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BlackBladeDwarvenWaraxe
A black blade’s enhancement bonus increases as it gains levels. It is +1 at level 1 and increases by 1 every 4 levels thereafter. A black blade cannot be wielded by anyone other than its owner.
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BlackBladeFalcata
A black blade’s enhancement bonus increases as it gains levels. It is +1 at level 1 and increases by 1 every 4 levels thereafter. A black blade cannot be wielded by anyone other than its owner.
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BlackBladeHandaxe
A black blade’s enhancement bonus increases as it gains levels. It is +1 at level 1 and increases by 1 every 4 levels thereafter. A black blade cannot be wielded by anyone other than its owner.
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BlackBladeKama
A black blade’s enhancement bonus increases as it gains levels. It is +1 at level 1 and increases by 1 every 4 levels thereafter. A black blade cannot be wielded by anyone other than its owner.
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BlackBladeKukri
A black blade’s enhancement bonus increases as it gains levels. It is +1 at level 1 and increases by 1 every 4 levels thereafter. A black blade cannot be wielded by anyone other than its owner.
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BlackBladeLongsword
A black blade’s enhancement bonus increases as it gains levels. It is +1 at level 1 and increases by 1 every 4 levels thereafter. A black blade cannot be wielded by anyone other than its owner.
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BlackBladeRapier
A black blade’s enhancement bonus increases as it gains levels. It is +1 at level 1 and increases by 1 every 4 levels thereafter. A black blade cannot be wielded by anyone other than its owner.
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BlackBladeScimitar
A black blade’s enhancement bonus increases as it gains levels. It is +1 at level 1 and increases by 1 every 4 levels thereafter. A black blade cannot be wielded by anyone other than its owner.
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BlackBladeShortsword
A black blade’s enhancement bonus increases as it gains levels. It is +1 at level 1 and increases by 1 every 4 levels thereafter. A black blade cannot be wielded by anyone other than its owner.
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BlackBladeSickle
A black blade’s enhancement bonus increases as it gains levels. It is +1 at level 1 and increases by 1 every 4 levels thereafter. A black blade cannot be wielded by anyone other than its owner.
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BlackBladeSawtoothSabre
This rod grants its wielder the ability to make up to three spells they cast per day burning, as though using the Burning Spell feat.
Regular rods can be used with spells of 6th level or lower.
Burning Spell: When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2x the spell’s actual level at the start of its next turn. The damage is acid or fire, as determined by the spell’s descriptor.
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MetamagicRodNormalBurning
This rod grants its wielder the ability to make up to three spells they cast per day elemental, as though using the Elemental Spell feat.
Regular rods can be used with spells of 6th level or lower.
You may replace a spell’s normal damage with acid or split the spell’s damage, so that half is acid and half is of its normal type.
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MetamagicRodNormalElementalAcid
This rod grants its wielder the ability to make up to three spells they cast per day elemental, as though using the Elemental Spell feat.
Regular rods can be used with spells of 6th level or lower.
You may replace a spell’s normal damage with cold or split the spell’s damage, so that half is cold and half is of its normal type.
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MetamagicRodNormalElementalCold
This rod grants its wielder the ability to make up to three spells they cast per day elemental, as though using the Elemental Spell feat.
Regular rods can be used with spells of 6th level or lower.
You may replace a spell’s normal damage with electricity or split the spell’s damage, so that half is electricity and half is of its normal type.
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MetamagicRodNormalElementalElectricity
This rod grants its wielder the ability to make up to three spells they cast per day elemental, as though using the Elemental Spell feat.
Regular rods can be used with spells of 6th level or lower.
Elemental Spell: You may replace a spell’s normal damage with fire or split the spell’s damage, so that half is fire and half is of its normal type.
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MetamagicRodNormalElementalFire
This rod grants its wielder the ability to make up to three spells they cast per day encouraging, as though using the Encouraging Spell feat.
Regular rods can be used with spells of 6th level or lower.
Encouraging Spell: Any morale bonus granted by an encouraging spell is increased by 1.
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MetamagicRodNormalEncouraging
This rod grants its wielder the ability to make up to three spells they cast per day flaring, as though using the Flaring Spell feat.
Regular rods can be used with spells of 6th level or lower.
Flaring Spell: A flaring spell causes a creature that takes fire or electricity damage from the affected spell to become dazzled for a number of rounds equal to the actual level of the spell.
A flaring spell only affects spells with a fire, light, or electricity descriptor.
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MetamagicRodNormalFlaring
This rod grants its wielder the ability to make up to three spells they cast per day burning, as though using the Burning Spell feat.
Greater rods can be used with spells of 9th level or lower.
Burning Spell: When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2x the spell’s actual level at the start of its next turn. The damage is acid or fire, as determined by the spell’s descriptor.
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MetamagicRodGreaterBurning
This rod grants its wielder the ability to make up to three spells they cast per day elemental, as though using the Elemental Spell feat.
Greater rods can be used with spells of 9th level or lower.
You may replace a spell’s normal damage with acid or split the spell’s damage, so that half is acid and half is of its normal type.
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MetamagicRodGreaterElementalAcid
This rod grants its wielder the ability to make up to three spells they cast per day elemental, as though using the Elemental Spell feat.
Greater rods can be used with spells of 9th level or lower.
You may replace a spell’s normal damage with cold or split the spell’s damage, so that half is cold and half is of its normal type.
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MetamagicRodGreaterElementalCold
This rod grants its wielder the ability to make up to three spells they cast per day elemental, as though using the Elemental Spell feat.
Greater rods can be used with spells of 9th level or lower.
You may replace a spell’s normal damage with electricity or split the spell’s damage, so that half is electricity and half is of its normal type.
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MetamagicRodGreaterElementalElectricity
This rod grants its wielder the ability to make up to three spells they cast per day elemental, as though using the Elemental Spell feat.
Greater rods can be used with spells of 9th level or lower.
Elemental Spell: You may replace a spell’s normal damage with fire or split the spell’s damage, so that half is fire and half is of its normal type.
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MetamagicRodGreaterElementalFire
This rod grants its wielder the ability to make up to three spells they cast per day encouraging, as though using the Encouraging Spell feat.
Greater rods can be used with spells of 9th level or lower.
Encouraging Spell: Any morale bonus granted by an encouraging spell is increased by 1.
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MetamagicRodGreaterEncouraging
This rod grants its wielder the ability to make up to three spells they cast per day flaring, as though using the Flaring Spell feat.
Greater rods can be used with spells of 9th level or lower.
Flaring Spell: A flaring spell causes a creature that takes fire or electricity damage from the affected spell to become dazzled for a number of rounds equal to the actual level of the spell.
A flaring spell only affects spells with a fire, light, or electricity descriptor.
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MetamagicRodGreaterFlaring
This rod grants its wielder the ability to make up to three spells they cast per day intensified, as though using the Intensified Spell feat.
Greater rods can be used with spells of 9th level or lower.
Intensified Spell: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat.
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MetamagicRodGreaterIntensified
This rod grants its wielder the ability to make up to three spells they cast per day piercing, as though using the Piercing Spell feat.
Greater rods can be used with spells of 9th level or lower.
Piercing Spell: When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR.
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MetamagicRodGreaterPiercing
This rod grants its wielder the ability to make up to three spells they cast per day rime, as though using the Rime Spell feat.
Greater rods can be used with spells of 9th level or lower.
Rime Spell: A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell. This feat only affects spells with the cold descriptor.
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MetamagicRodGreaterRime
This rod grants its wielder the ability to make up to three spells they cast per day intensified, as though using the Intensified Spell feat.
Regular rods can be used with spells of 6th level or lower.
Intensified Spell: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat.
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MetamagicRodNormalIntensified
This rod grants its wielder the ability to make up to three spells they cast per day burning, as though using the Burning Spell feat.
Lesser rods can be used with spells of 3rd level or lower.
Burning Spell: When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2x the spell’s actual level at the start of its next turn. The damage is acid or fire, as determined by the spell’s descriptor.
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MetamagicRodLesserBurning
This rod grants its wielder the ability to make up to three spells they cast per day elemental, as though using the Elemental Spell feat.
Lesser rods can be used with spells of 3rd level or lower.
You may replace a spell’s normal damage with acid or split the spell’s damage, so that half is acid and half is of its normal type.
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MetamagicRodLesserElementalAcid
This rod grants its wielder the ability to make up to three spells they cast per day elemental, as though using the Elemental Spell feat.
Lesser rods can be used with spells of 3rd level or lower.
You may replace a spell’s normal damage with cold or split the spell’s damage, so that half is cold and half is of its normal type.
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MetamagicRodLesserElementalCold
This rod grants its wielder the ability to make up to three spells they cast per day elemental, as though using the Elemental Spell feat.
Lesser rods can be used with spells of 3rd level or lower.
You may replace a spell’s normal damage with electricity or split the spell’s damage, so that half is electricity and half is of its normal type.
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MetamagicRodLesserElementalElectricity
This rod grants its wielder the ability to make up to three spells they cast per day elemental, as though using the Elemental Spell feat.
Lesser rods can be used with spells of 3rd level or lower.
Elemental Spell: You may replace a spell’s normal damage with fire or split the spell’s damage, so that half is fire and half is of its normal type.
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MetamagicRodLesserElementalFire
This rod grants its wielder the ability to make up to three spells they cast per day encouraging, as though using the Encouraging Spell feat.
Lesser rods can be used with spells of 3rd level or lower.
Encouraging Spell: Any morale bonus granted by an encouraging spell is increased by 1.
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MetamagicRodLesserEncouraging
This rod grants its wielder the ability to make up to three spells they cast per day flaring, as though using the Flaring Spell feat.
Lesser rods can be used with spells of 3rd level or lower.
Flaring Spell: A flaring spell causes a creature that takes fire or electricity damage from the affected spell to become dazzled for a number of rounds equal to the actual level of the spell.
A flaring spell only affects spells with a fire, light, or electricity descriptor.
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MetamagicRodLesserFlaring
This rod grants its wielder the ability to make up to three spells they cast per day intensified, as though using the Intensified Spell feat.
Lesser rods can be used with spells of 3rd level or lower.
Intensified Spell: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat.
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MetamagicRodLesserIntensified
This rod grants its wielder the ability to make up to three spells they cast per day piercing, as though using the Piercing Spell feat.
Lesser rods can be used with spells of 3rd level or lower.
Piercing Spell: When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR.
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MetamagicRodLesserPiercing
This rod grants its wielder the ability to make up to three spells they cast per day rime, as though using the Rime Spell feat.
Lesser rods can be used with spells of 3rd level or lower.
Rime Spell: A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell. This feat only affects spells with the cold descriptor.
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MetamagicRodLesserRime
This rod grants its wielder the ability to make up to three spells they cast per day piercing, as though using the Piercing Spell feat.
Regular rods can be used with spells of 6th level or lower.
Piercing Spell: When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR.
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MetamagicRodNormalPiercing
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PotionOfCloakOfWinds
This rod grants its wielder the ability to make up to three spells they cast per day rime, as though using the Rime Spell feat.
Regular rods can be used with spells of 6th level or lower.
Rime Spell: A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell. This feat only affects spells with the cold descriptor.
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MetamagicRodNormalRime
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ScrollOfAccursedGlare
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ScrollOfAgeResistance
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ScrollOfAgeResistanceGreater
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ScrollOfAgeResistanceLesser
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ScrollOfCloakOfWinds
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ScrollOfStunningBarrierGreater
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ScrollOfInflictPain
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ScrollOfInflictPainMass
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ScrollOfLongArm
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ScrollOfMagesDisjunction
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ScrollOfSandsOfTime
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ScrollOfShadowEnchantment
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ScrollOfShadowEnchantmentGreater
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ScrollOfSpellcurse
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ScrollOfWebBolt
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TTWThrownModeAdamantineFrostBurstStarknifePlus3
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TTWThrownModeDaggerAgilePlus1
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TTWThrownModeStarknifeAgilePlus1
This +5 speed elder caustic dagger allows its wearer to cast poison breath spell 3 times per day as a 20th level druid.
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TTWThrownModeAldinachsRetributionItem
This +1 dagger grants its wielder a +3 dodge bonus to AC and immunity to nauseated condition.
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TTWThrownModeArcaneProtector
Once a round, when this +1 dagger lands a hit on an enemy, it deals them 1 Constitution ability damage. This power can’t lower the target’s Constitution ability score below 5.
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TTWThrownModeAttritionDaggerItem
Whenever this +5 unholy starknife confirms a critical hit, it has a chance to cast either slay living, confusion or crushing despair spell on the target.
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TTWThrownModeBlackStarItem
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TTWThrownModeDaggerPlus3BrilliantEnergyKeenItem
This +2 dagger has a chance to confuse enemy on a hit.
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TTWThrownModeChaosShardDaggerItem
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TTWThrownModeColdIronDagger
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TTWThrownModeColdIronDaggerPlus1
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TTWThrownModeColdIronMasterworkDagger
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TTWThrownModeColdIronMasterworkStarknife
Thrown Starknife
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TTWThrownModeColdIronStarknife
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TTWThrownModeColdIronStarknifePlus1
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TTWThrownModeDaggerCorrosivePlus1
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TTWThrownModeDaggerCorrosivePlus2
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TTWThrownModeStarknifeCorrosivePlus1
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TTWThrownModeStarknifeCorrosivePlus2
Whenever the wielder of this +5 cruel bleed dagger lands a first hit against a new enemy, that enemy must pass a Fortitude saving throw (DC 30) or become vulnerable to Piercing damage for 2 rounds.
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TTWThrownModeDaggerOfFateSecondItem
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TTWThrownModeCruelNecroticDaggerPlus5
This +2 dagger grants the wielder an ability to use the Curse of Undead ability 3 times per day.
Curse of Undead: All living enemies in a 30-foot area must pass a Will saving throw (DC 24) or start slowly turning into the undead. Each turn the affected creature takes 1d4 Constitution damage. Positive energy and cure spells hurt it, like it was undead.
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TTWThrownModeDecayingDaggerItem
This +3 agile dagger has its reach increased by 5 feet. It grants its wielder a +5 luck bonus on all Stealth skill checks, and the ability to cast displacement spell once per day as a 5th level wizard.
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TTWThrownModeTheDeceiverItem
Each time the wielder of this +5 dagger lands a hit with it after hitting the same target with the Soft Cut dagger, the enemy suffers additional 2d6 + Str modifier slashing damage. If this weapons deals damage against a prone or paralyzed creature first time in a round, it deals double the weapon damage.
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TTWThrownModeDeepRipItem
This +5 undead bane dagger grants its wielder a +2 bonus to death effects’ DCs and saving throws against them, and deals additional 1d6 positive energy damage.
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TTWThrownModeFinalDeathDaggerItem
Whenever the wielder of this +2 cold iron dagger casts a spell with force descriptor, it deals additionally 2 force damage per dice rolled.
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TTWThrownModeDaggerOfLifeItem
Whenever this +4 mithral speed dagger lands a hit, it imposes a -3 penalty to target’s Will score for 1 minute.
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TTWThrownModeEdictItem
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TTWThrownModeFinneanDaggerStage3Lich
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TTWThrownModeFinneanStarknifeStage3Lich
This is a +1 cold iron ghost touch weapon.
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TTWThrownModeFinneanDaggerStage1
This is a +3 ghost touch heartseeker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.
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TTWThrownModeFinneanDaggerStage2
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TTWThrownModeFinneanDaggerStage3Base
This is a +1 cold iron ghost touch weapon.
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TTWThrownModeFinneanStarknifeStage1
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TTWThrownModeFinneanStarknifeStage3Base
This is a +3 ghost touch heartseeker weapon. This weapon can tear the soul of a living enemy: whenever it lands a hit, it deals additional 1d6 force damage.
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TTWThrownModeFinneanStarknifeStage2
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TTWThrownModeDaggerFlamingPlus1
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TTWThrownModeDaggerFlamingPlus2
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TTWThrownModeStarknifeFlamingPlus1
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TTWThrownModeStarknifeFlamingPlus2
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TTWThrownModeStarknifeFlamingPlus3
Whenever the wielder of this +3 holy starknife confirms a critical hit with it, all their allies in a 40-foot area are affected with the effect of the prayer spell for 6 rounds.
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TTWThrownModeFortunesTemperItem
This +1 ghost touch dagger grants its wielder the ability to cast bestow curse (curse of weakness) spell once per day as a 7th level wizard.
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TTWThrownModeDaggerofWeakness
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TTWThrownModeDaggerFrostPlus1
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TTWThrownModeDaggerFrostPlus2
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TTWThrownModeStarknifeFrostShockPlus1
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TTWThrownModeStarknifeFrostPlus1
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TTWThrownModeStarknifeFrostPlus2
This is a +3 cold iron dagger that was used in weird rituals and is still thirsty for blood. While the wielder of the dagger is in combat, each time someone dies, the dagger increases its potency. The wielder can use its power to make any spell empowered, as though using the Empower Spell feat. Each usage spends one potency.
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TTWThrownModeGiftOfBloodItem
This +2 dagger allows the wielder to make two additional attacks during a full attack action. This effect doesn’t stack with the effect of the haste spell.
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TTWThrownModeHastyEradicatorItem
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TTWThrownModePulura_RewardDagger
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TTWThrownModeStarknifeHolyPlus3
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TTWThrownModeStarknifeHolyPlus1
Whenever this +3 agile starknife lands a hit, the target must pass a Will saving throw (DC 24) or become cursed. This curse reverses the effect of positive energy: if it healed this creature before, now it deals damage, and vice versa.
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TTWThrownModeJokeOfFateItem
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TTWThrownModeDaggerKeenPlus1
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TTWThrownModeStarknifeKeenShockPlus1
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TTWThrownModeStarknifeKeenPlus1
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TTWThrownModeStarknifeKeenPlus2
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TTWThrownModeStarknifeKeenPlus5
This +5 shock dagger grants its wielder a +5 competence bonus on Use Magic Device skill checks and a +4 competence bonus on touch attack rolls.
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TTWThrownModeLethalConductorItem
This +1 dagger grants its wielder a +4 insight bonus to Initiative rolls and +1 dodge bonus to AC. Attacks with it deal additional 1d6 electricity damage.
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TTWThrownModeLightningDuelistDagger
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TTWThrownModeMasterworkDagger
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TTWThrownModeMasterworkStarknife
This +5 living bane dagger deals additional 4d6 piercing damage to bleeding enemies on a successful hit. In addition, whenever the wielder delivers a Coup de Grace, they gain a +2 morale bonus on attack and damage rolls for 1 round.
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TTWThrownModeDaggerOfFateFirstItem
Whenever this +5 holy starknife lands a hit, it dazzles the target for 1d4 rounds, and has a chance to cast blindness spell (Fortitude save, DC 21) on it.
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TTWThrownModeStarbladeItem
Whenever the wielder of this +4 shocking burst starknife lands a sneak attack on an enemy, the enemy loses 5 spell resistance for 1 round.
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TTWThrownModePocketLightningItem
This +1 dagger adds +1 to the DC for all saving throws against spells from the Evocation school the wielder casts.
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TTWThrownModeCrystalDaggerItem
This +2 cold iron dagger has an increased critical multiplier of ×3.
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TTWThrownModeAssassinsEdgeItem
Attacks made with this weapon suffer a -2 penalty on the attack roll.
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TTWThrownModeStandardDagger_Rusty
This is a +5 caustic dagger.
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TTWThrownModeScorpionStingItem
Whenever this +1 cold iron dagger confirms a critical hit, the target becomes blind for 1 round.
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TTWThrownModeShinyDaggerItem
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TTWThrownModeDaggerShockPlus1
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TTWThrownModeDaggerShockPlus2
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TTWThrownModeStarknifeShockPlus1
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TTWThrownModeStarknifeShockPlus2
This +5 dagger deals 1 slashing damage instead of 1d4 piercing damage. However, when dual-wielded along with the Deep Rip dagger, Soft Cut activates its additional power.
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TTWThrownModeSoftCutItem
This weapon, skillfully forged from bright steel, is a +1 dagger. It is good-aligned and thus bypasses the corresponding damage reduction. On the sheathe, the name of the former owner is imprinted: “Sosiel Vaenic”.
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TTWThrownModeDaggerSosielPlus1Item
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TTWThrownModeDaggerSpeedPlus2
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TTWThrownModeStarknifeSpeedPlus4
Whenever this +4 feybane starknife lands a hit, it has a chance to entangle the target.
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TTWThrownModeTangledClawsItem
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TTWThrownModeJaethalDagger
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TTWThrownModeLargeStandardDagger
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TTWThrownModeStandardDagger
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TTWThrownModeDaggerPlus1
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TTWThrownModeDaggerPlus2
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TTWThrownModeDaggerPlus3
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TTWThrownModeDaggerPlus4Item
This +4 dagger grants its wielder a +5 bonus to Stealth skill checks and increases sneak attack damage with any weapon by 1d6 damage.
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TTWThrownModeDarkwindDagger
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TTWThrownModeDaggerPlus6
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TTWThrownModeDaggerPlus5
Thrown Starknife
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TTWThrownModeLargeStandardStarknife
Thrown Starknife
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TTWThrownModeStandardStarknife
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TTWThrownModeStarknifePlus1
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TTWThrownModeStarknifePlus2
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TTWThrownModeStarknifePlus3
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TTWThrownModeStarknifePlus4
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TTWThrownModeStarknifePlus5
This weapon is a +2 flaming anarchic agile dagger.
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TTWThrownModeTroubleMakerItem
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TTWThrownModeStarknifeBaneUndeadPlus2
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TTWThrownModeDaggerUnholyPlus5
This +5 caustic starknife deals additional 4d6 acid damage on sneak attacks.
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TTWThrownModeVenomousPetalsItem
This +1 cold iron starknife deals an additional 1d3 damage to evil creatures.
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TTWThrownModeStarknifeOfVirtueItem
This item grants its wearer Deadly Magic ability. If the wearer already has Deadly Magic, it grants them two additional uses. In addition, once per day, whenever the wearer’s health falls below 0, it is restored to a maximum. Can only be equipped by a Lich.
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TTWThrownModePlayersPhylacteryDaggerItem
These silver bracers are polished to a mirrored sheen, but otherwise shift their appearance to match whatever suit of armor they are worn with.
If the wearer has levels in a class that grants a smite ability (such as a paladin or hellknight), her smite damage is treated as though she were a member of that class four levels higher..
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BracersOfTheAvengingKnight
These golden bracers are engraved with images of celestial creatures.
When worn by a paladin, she is considered four levels higher for the purposes of determining the uses per day and healing provided by her lay on hands class feature. This does not increase the power of her Channel Energy ability.
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BracersOfTheMercifulKnight
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SummonDraconicAllyBlackScroll
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SummonDraconicAllyBlueScroll
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SummonDraconicAllyBrassScroll
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SummonDraconicAllyGreenScroll
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SummonDraconicAllyRedScroll
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SummonDraconicAllySilverScroll
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SummonDraconicAllyWhiteScroll
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SummonReleaseTheHoundsScroll
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SummonMinorMonsterCatScroll
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SummonMinorMonsterRedPandaScroll
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SummonLesserDemonSchirScroll
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SummonLesserDemonVermlekScroll
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SummonLesserDemonBrimorakScroll
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SummonCacodaemonScroll
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SummonCacodaemonGreaterScroll
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SummonErinyesScroll
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SummonLesserDemonIncubusScroll
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SummonMeladaemonScroll
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SummonStampedeScroll
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SummonSwarmScroll