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Pathfinder Second Edition

Compendium

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Reading Items (Legacy)

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Hundreds of items lie ahead. Each item is presented in a stat block, much like spells or feats. The example below shows the structure of an item stat block and gives a brief description of each entry. Entries appear only when applicable, so not all items will have every entry described here. Detailed rules governing aspects of the stat block specific to items appear after the stat block.

Item Name (Item [Level])
Traits
Price This entry lists the item's Price. An item that has multiple types includes Price for each type in its entry.
Ammunition Magic ammunition lists the types of ammunition available for that kind of item.
Usage This entry describes whether the item is held, worn, or affixed to or etched onto another item; Bulk The item's Bulk is listed here (the rules for Bulk appear in Carrying and Using Items). Runes don't have a Bulk entry.
Activate The number of actions needed to Activate the Item appear here, followed by the components in parentheses. You can find activation rules in Activating Items. This entry appears here for consumables and lower in the stat block for permanent items that can be activated. This section might also have Frequency, Trigger, or Requirements entries as necessary.
Onset This entry appears if the item's effect is delayed, which most often occurs with alchemical poisons. The onset is the amount of time that elapses between when a character Activates an Item and any effect occurs.

The section after the line describes the item and its constant abilities. If the item can be activated and doesn't have an Activate entry above, that entry appears here in a paragraph beginning with “Activate.”

Type If multiple types of the item exist, entries here indicate the name of each type, its level, its Price, and any other relevant details or alterations from the above description.

Craft Requirements An item that has special requirements to be Crafted details those requirements here.

Level

An item's level indicates what level of adventurer the item is best suited for. There's no limit to the items a character can use, though. A 3rd-level character who finds an item of 4th level or higher while adventuring can use it normally. Likewise, they can purchase the item if they can find it for sale and can afford it.

When making items, a character's level must be equal to or higher than the item's level in order to Craft it. In addition to anything listed in the Craft Requirements entry in the item's stat block, the crafter must have the appropriate skill proficiencies and feats, as well as the item's formula; see the Craft activity for more information about these requirements.

Multiple Types

If multiple types of an item exist, the title line gives the minimum level followed by a plus symbol (“+”). The description includes information on the base version of the item, and the Type entries at the bottom of the stat block lists the specifics for each version, including the level, Price, and any modified or added abilities of the different types. For some items, the types listed are upgrades to the base item. For other items, such as aeon stones and wondrous figurines, each type is distinct from the others.

Price

If an item is available for purchase, a character can typically buy it for the listed Price, and the character uses this Price when they use the Craft activity to make the item. If a character wants to sell an item, they can sell it for half its Price (or full Price, if the item was made on commission), assuming they're able to find a buyer. The GM determines whether a buyer is available.

Usage

An item's stat block includes a Usage entry that indicates whether a character must be holding or wearing the item in order to use it, or whether she instead must have it etched or affixed onto another item.

Held or Worn

If a character must wield the item to use it, this entry in the item's stat block lists the word “held” along with the number of hands the character must use when wielding the item, such as “held in 1 hand.” The rules for carrying and using items are provided in Carrying and Using Items.

An item that needs to be worn to function lists “worn” as its usage. This is followed by another word if the character is limited to only one of that type of item. For instance, a character can wear any number of rings, so the entry for a ring would list only “worn.” However, if the Usage entry were “worn cloak,” then a character couldn't wear another cloak on top of that one. It's assumed that items are meant to be worn by humanoids; any item that can or must be worn by a different type of creature either states this in its description or has the companion trait. Most magic items a character must wear have the invested trait, as described in Investing Magic Items.

Affixed or Etched

Some items enhance other items. Talismans function only if affixed to other items. They have a Usage entry indicating the type or types of items to which a character can attach them, such as “affixed to armor.” Rules for affixing a talisman are in Talismans.

Runes must be etched onto permanent items, such as armor, weapons, or runestones to grant their benefit. Adding or transferring a rune takes downtime to accomplish. The Usage entry indicates the type or types of items a rune can be etched into, such as “etched onto a weapon.” More information about etching runes is in Runes.

Craft Requirements

An item might require the crafter to provide specific raw materials, supply spells, have a certain alignment, or meet other special requirements to Craft it. These appear in the Craft Requirements entry of the stat block. Every item also has default requirements. The crafter must provide half the item's Price in raw materials (as explained in the Craft activity). In addition, creating alchemical items requires the Alchemical Crafting feat, creating magic items requires the Magical Crafting feat, and crafting snares requires the Snare Crafting feat. Finally, crafting higher-level items requires greater proficiency in Crafting. Unless stated otherwise, creating items of 9th level and higher requires you to have the master proficiency rank in Crafting, and items of 16th level and higher require legendary Crafting.

Item Rarity

Like many other aspects of the rules, items have rarities. Player characters might find uncommon magic items for sale, but only infrequently and often by private sellers or in clandestine markets. Their formulas are often guarded and not readily available. Unless the GM decides otherwise, a character cannot purchase rare items, and their formulas are lost to time.

Rarities for uncommon and rare treasures are indicated by the first trait in the stat block. Unique items are indicated in the same way, though there are none in this book.

Notable Item Traits

The following traits apply to items. Some specific categories of item have special traits—such as elixir or scroll—described in their sections.

Alchemical: Alchemical items are powered by the reactions of alchemical reagents. Alchemical items aren't magical, and they don't radiate a magical aura. Characters can Craft these items only if they have the Alchemical Crafting feat.
Consumable: An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation, though, part of it might be recoverable for other purposes. For instance, while a potion is consumable, the vial it comes in is not destroyed when you drink it. Consumable items include alchemical items as well as ammunition oils, potions, scrolls, snares, talismans, and other magical consumables.

When a character creates consumable items, she can make them in batches of four, as described in Consumables and Ammunition.
Focused: An item with this trait can give you an additional Focus Point. This focus point is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool, and there might be restrictions on how the point can be used. You can't gain more than 1 Focus Point per day from focused items, no matter how many focused items you have.
Invested: A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off a character's head).
Magical: Items with this trait are imbued with magical energies. Each one radiates a magic aura infused with its dominant school of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation; these are described in Magical Schools). A character can craft these items only if she has the Magical Crafting feat.

Some items are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicates that the item is magical.

Attributes

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