This page includes various items of use or interest to religious persons or in religious rituals including portable altars, holy symbols, holy water, and channel foci, as well as various entertainment items (like games and puzzles.)
Portable altars are typically made of wood and are ornately carved and decorated. The top of the altar lifts up, and items such as candles, incense, and oil can be stored within.
A holy symbol focuses positive energy and is used by good clerics and paladins (or by neutral clerics who want to cast good spells or channel positive energy). Each religion has its own holy symbol. The material used to make the holy symbol has no effect on its powers, though a religion may place special significance on a particular material.
Unholy Symbols An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or channel negative energy).
Holy Symbol, Compartment Designed and approved by a member of the appropriate religion, this modification to a holy symbol creates a secret compartment large enough to hold a potion vial. Detecting the compartment requires a DC 20 Perception check. Price +5 gp; Weight —
Holy Symbol, Flask This version of a standard holy symbol is oversized and has a watertight compartment that can hold 1 pint (the same volume as a flask of holy water). Adventurers normally use the compartment to hold holy water or alcohol. A holy symbol flask is not meant for you to throw at enemies and is not fragile like a flask or vial. Like using holy water on incorporeal opponent, you unstopper the flask and pour the contents onto an adjacent target. Detecting the compartment requires a successful DC 10 Perception check. Price +10 gp; Weight —
Holy Symbol, Tattoo In some religions, you are allowed to tattoo or brand your deity's holy symbol onto your skin (typically the palm, back of the hand, or forearm) in a special ceremony. Thereafter, it functions like an actual holy symbol of your faith, and you may use it as a divine focus for spellcasting, channeling energy, and so on. The tattoo must be fully visible to use it in this way (it cannot be covered with a glove, gauntlet, or any other material). The listed price includes the cost of a simple brand or non-fading black tattoo; add appropriate tattoo costs if you want something more elaborate. Specifically damaging or erasing the tattoo or brand negates its use as an actual holy symbol. Price 100 gp; Weight —
This is a non-magical religious text, containing scripture, stories, and teachings of a particular faith. The price given is for a very simple copy, with few, if any, illuminations. Fancier versions increase drastically in price.
Price: 10+ gp; Weight: 3+ lb.
Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Temples to good deities sell holy water at cost (making no profit). Holy water is made using the bless water spell.
This handheld wooden spool spins freely within a boxlike housing. Inscribed upon the exterior of the spool are dozens of samsaran prayers along with names or symbols associated with a samsaran's past lives. Samsarans believe that spinning the wheel during meditation strengthens the spiritual connections between their former lives. If a samsaran meditates with her wheel for at least 10 minutes about a Knowledge (history) question relating to her own history or the histories of her past lives, she gains a +1 insight bonus on the check.
These unholy symbols have been desecrated by evil clerics and imbued with negative energy. When worn by an undead creature with an Intelligence score, a necrotic talisman provides the creature +1 channel resistance.
Source Curse of the Crimson Throne Player's Guide, Rise of the Runelords Player's Guide
These depictions of forgotten spirits can be used to augment summoning magic. If used as an additional material component for any summon monster or summon nature’s ally spell, the summoned creature has an additional +2 hit points per Hit Die.
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Holy symbols (and unholy symbols) represent a covenant between the mortal and the divine. They allow the most pious to call forth the power of the gods themselves. Whether used to smite enemies of the devout or to offer succor to the faithful, holy symbols erase all doubt that the gods have a plan for their mortal children. A channel focus is a garment or other object that incorporates a holy or unholy symbol, and has a special power when a member of that symbol’s religion channels energy through it.
Activating a focus is identical to channeling energy, but instead of directing the power outward, the cleric (or other appropriate character) directs it into the focus, expending one use of channel energy. This triggers the item’s ability; the channel does not have any of its normal effects (for example, a cleric channeling positive energy through her focus would not heal living creatures or harm undead in the area). The cleric must wear or hold the focus, as appropriate. She can still use channel energy in the normal way, even while wearing or holding a channel focus. An activated channel focus radiates faint conjuration (positive energy) or necromancy magic (negative energy). An unactivated focus is completely nonmagical — it is a channel for the magical positive or negative energy, but has no magic of its own.
Because a focus includes the holy symbol of a specific religion, in most cases a cleric cannot activate the focus of another faith (though your GM may rule that a member of an allied church can activate another religion’s focus). A cleric whose deity allows positive or negative channeling may use either type to activate a focus, though some foci may have different effects depending on what kind of energy activates them. The cleric can use the focus as a holy symbol (whether activated or not), though if it is a worn item rather than a held item she must touch the item with a free hand.
The table below lists some examples. Below the table are descriptions of each item.
Typically worn by senior members of a faith, these cumbersome but splendidly ornate garments create an aura of dignity and gravitas that few dare to challenge. When activated, the garments make you seem more impressive and worthy of respect to all viewers within 60 feet of you; you may make a single Diplomacy check to change the attitudes of these viewers as a swift action. You can only use this ability on a particular viewer once per day (additional attempts have no effect, though you can still persuade viewers normally without the help of the focus).
When activated, this small masterwork metal gong remains charged with power for 8 hours. When the gong is struck softly, it emits a clear and pleasing tone that instantly focuses the striker’s thoughts and mental energy. If the creature striking the gong has a ki pool and worships a good god, she regains 1 ki point. This use expends the power within the gong.
Each carefully forged link of these masterwork manacles (with a good lock) contains a parable or other quotes excerpted from sacred texts. Activating the focus increases its Disable Device, Escape Artist, and break DCs by 5; its hardness increases by 2 and its hit points by 4. This effect lasts 24 hours or until the creature frees itself or is released.
Consecrated weapons may be of any type — swords, axes, masterwork, mithral, and even magical — and function appropriately. When activated, the cleric charges the weapon with positive or negative energy (as appropriate) so it deals extra damage when it hits a target. This functions like the Channel Smite feat, except the additional damage is equal to half the cleric’s channel energy damage (the target makes a Will save as normal, based on the cleric’s channel energy DC). The weapon remains charged with this energy until it successfully strikes a creature or 24 hours pass, whichever comes first. Creatures other than the cleric are able to use the charged weapon and this ability.
This is a hand-carved icon of a human figure. When the icon is activated and a flower is placed in the niche, the icon grants the bearer a +1 luck bonus to Armor Class for 1 hour, but only against ranged attacks.
Before it is used, this elegant drinking vessel must be filled with water, wine, or another ceremonial liquid appropriate to the faith. Activating the chalice charges the liquid with channeled energy; any member of the faith who drinks the entire contents of the chalice (as if drinking a potion) recovers hit points or takes damage as if the cleric had used her channel energy on him (including all feats and abilities that affect the DC and damage). The liquid in the chalice remains charged until consumed, spilled, or 24 hours pass; some chalices include a cover to prevent spillage.
This masterwork musical instrument may be of any type (lyre, harp, drum, and so on). As a focus, it transforms faith into powerful music. Once activated, a member of the cleric’s faith can draw upon the power in the instrument to add a sacred (if positive energy) or profane (if negative energy) bonus on his next Perform check; this bonus is equal to the number of dice of the cleric’s channel energy ability. The bonus persists for the entirety of the performance.
This simple iron amulet is in the shape of an eye within a helm. It must be worn in plain sight to have any effect. When activated, an iron eye allows its wielder to expend its power to gain a sacred (if activated with positive energy) or profane (if activated with negative energy) bonus on her next Intimidate check. This bonus is equal to the number of dice of the activating cleric's channel energy ability. The amulet remains charged until its magic is used or 1 hour passes.
This set of small gold-plated scales is inscribed with words from a holy text. When activated, its presence aids in negotiations, making attempts to change the attitude of another person by one step a swift action instead of requiring 1 minute. The user must touch the scales and speak to the intended target as part of the skill check. The item remains activated for 1 hour, or until it has been used to influence a number of creatures equal to 1/2 the effective cleric level of the person who activated it.
This sturdy lock may be of any quality; the cost of making it a channel focus is in addition to the normal lock cost. When activated, the lock’s Disable Device DC and the break DC for whatever it is locking (such as a door or chest) increase by 5; the lock gains +2 hardness and +4 hit points. The lock retains these bonuses for 24 hours or until it is forced open (including picking the lock).
Though this focus is usually a hand-sized crystal, the exact form (such as a wooden idol, an iron disk, and so on) may vary for some religions. A monk or paladin of the cleric’s faith may concentrate upon an activated meditation crystal, taking no actions for 1 minute, and regain 1 ki point or one use of lay on hands. Once activated, the crystal retains its energy until a monk or paladin uses it for this purpose or 24 hours pass.
A single tiny religious symbol adorns each ring in this matched pair. If two people each wear one of the rings and clasp hands, a cleric may activate both rings with one use of channel energy. If the person wearing one of these rings dies or removes it, the other ring instantly cracks; the wearer of the broken ring knows if it cracked because the other wearer died or the ring was removed.
A sanctified shield may be any type of shield (including bucklers, tower shields, and even magical shields). When activated, a sacred shield adds a +1 sacred (if positive energy) or profane (if negative energy) bonus to the wearer’s Armor Class. This bonus lasts for 24 hours or until the wearer is struck in combat, whichever comes first. Creatures other than the cleric are able to use the charged shield and this ability.
This holy symbol has a small nail or spike somewhere along its length, allowing it to be hammered it into a wall, tree, floor, or any hard surface. Once fixed in place and activated, it stores channeled energy until it is touched by a creature of at least Small size or 24 hours pass. If touched, the focus releases the stored power as if you used channel energy, though it only heals or deals half the normal damage (including all feats and abilities that affect the DC and damage). Good clerics use these items to provide healing in large battles where a cleric may not be nearby; evil clerics often use them as traps.
This whip is made from braids of metallic wire. When it is activated, the wielder can expend the power within it to gain a sacred (if activated with positive energy) or profane (if activated with negative energy) bonus on her next disarm or trip combat maneuver with the whip. This bonus is equal to the number of dice of the activating cleric's channel energy ability. The whip remains charged until its magic is used or 1 hour has passed.
This mask is a representation of a god of knowledge. Activating the mask charges it with healing power. If a member of the faith associated with the mask wears the mask when it is activated, the first time the wearer takes damage, the mask releases the stored energy into the wearer, healing a number of hit points equal to the number of dice of the activating cleric's channel energy ability. The mask heals its wearer regardless of the type of channeled energy used and whether the target is living or undead. This healing does not prevent the wearer from dying because of hit point damage, and is mainly used to provide instant healing when a cleric is occupied or can only channel a harmful kind of energy. The mask remains charged until it heals someone or 24 hours pass.
Carved from heartwood and bearing ornate symbols along its length, this staff is used to reveal critical or uplifting information to other members of the faith, usually during a sermon. When activated, all creatures of the cleric’s religion gain a sacred (if positive energy) or profane (if negative energy) bonus on Knowledge (religion) checks for 1 minute; this bonus is equal to the number of dice of the cleric's channel energy ability.
This amulet is made of a dulled dagger wrapped with feathers. When activated, it protects the wearer against undead creatures. The first time the wearer is subject to an attack from an undead creature that requires a saving throw (such as disease, paralysis, or energy drain), the amulet gives the wearer a sacred (if activated with positive energy) or profane (if activated with negative energy) bonus on her saving throw against that attack. This bonus is equal to the number of dice of the activating cleric's channel energy ability. The amulet remains charged until its magic is used or 1 hour has passed.
This section includes items such as decks of cards, dice, puzzles, kites, and marbles.
Price varies; Weight varies
This ball may be an inflated animal bladder, carved from light wood, fabric stuffed with cloth or plant fiber and sewn shut. They range in size from 2 inches in diameter to up to 10 inches in diameter for some games.
Price 5 sp; Weight 8 lbs.
This set includes a wooden cue, a block of cue chalk, 15 wooden balls, and a triangular wooden ball rack.
Price 1 sp–10 gp; Weight 2 lbs.
Board games have innumerable types and variations.
Price 5 sp–10 gp; Weight 15 lbs.
This simple 10-pins game is often complicated by irregularities in the ball, the pins, and the playing field.
Price 1 sp–100 gp; Weight 1 lb.
Playing cards range from block-printed symbols on thick paper to elaborate, hand-painted works of art on waxed vellum, ivory, wood, or even metal.
Marked Cards Whether bent, colored, or scratched, marked cards allow an informed user to know what’s on the front of the card by viewing the mark on the back. Realizing that the cards are marked requires a DC 25 Perception check. Source PC:AA
Fortune-Teller's Cards This deck of illustrated cards is used by those in tune with the spirit world to predict the future—and by charlatans to take money from gullible or desperate people. A common deck only has simple drawings on parchment scraps or simple wooden plaques. A quality fortune-teller’s deck is usually of quality wooden plaques with painted color images; it is suitable as a focus for the augury spell, and provides a +1 circumstance bonus on Profession (fortune-teller), Profession (medium), and similar Profession checks. A masterwork fortune-teller’s deck may be wood, ivory, or even metal, with painted or carved images and often highlighted with gold inlays or tiny gems; it has all the benefits of a quality deck, except it provides a +2 circumstance bonus on the listed skill checks. Source PRG:APG
Harrow Cards This is a traditional fortune-telling deck of cards used by soothsayers and seers. Each Harrow deck consists of 54 cards divided into six suits of nine cards. The six suits correspond to the six ability scores (hammer for Strength, key for Dexterity, shield for Constitution, book for Intelligence, star for Wisdom, and crown for Charisma). Each card in a suit further ties in with one of the nine alignments, corresponding to the location of the symbol on the face of the card. In addition, each card has its own unique name, independent of its suit and alignment.
It takes 2d4 minutes to perform a harrowing (an attempt to divine the future of a specific creature) with a Harrow deck. The exact results of any harrowing should be determined by the GM, who can use an actual Harrow deck to perform the divination.
If you don’t have an actual Harrow deck to draw cards from in game, but you need to determine the suit and/or alignment of a card, you can use dice to determine the result.
Price 5 sp; Weight 10 lbs.
This set includes four wooden mallets, nine wooden wickets (goals), and four wooden balls.
Price 1 cp–1 sp; Weight —
These word puzzles can be found in many languages. A typical one is drawn on leather or wood in a 15-by-15 square grid. Larger grids allow longer words and tend to be more difficult.
Price 5 sp; Weight 10 lbs.
This set includes a multicolored board and six brass-tipped darts. The board usually consists of a layer of soft wood or cork on a hardwood backing.
Price 1 sp; Weight —
Dice can come in many shapes, but the most common are cubes.
Loaded Dice Most loaded dice are weighted—a heavier substance is included opposite the desired number. You can spot marks from tampering with a die in this fashion with a DC 15 Appraise or Perception check. Higher-quality dice (such as wooden dice carved around a naturally heavy inclusion) have DCs ranging from 20 to 30.
Price 1 sp–25 gp; Weight 1 lb.
This wooden box contains 28 tiles with numbers or pips on each end. A common set is made of wood or bone, but more expensive ones may be made of ivory, stone, or metal.
This group of four brightly colored sticks is adorned with colorful streamers that can be juggled and manipulated to create displays and patterns. Halflings use them to even greater effect, gaining a +2 circumstance bonus on Perform (comedy) checks.
Price 5 sp; Weight 3 lbs.
This game includes two iron stakes and four iron horseshoes.
Price 1 sp–2,000 gp; Weight 1 lb.–5 lbs.
Kites range from canvas toys to ornate, silken works of art.
Like caltrops, marbles can be used to slow down opponents. One 2-pound bag of marbles covers an area 5 feet square. A creature entering a square with marbles scattered on it must make a DC 10 Reflex save or fall prone (the creature’s stability bonus to trip applies to this save). Any creature moving at half speed or slower can pick its way through a square of marbles with no trouble.
Price 5 sp; Weight 5 lbs.
This includes a leather helmet, a long-handled mallet, and a wooden ball.
Price 1 gp–1,000 gp; Weight 1 lb.–5 lbs.
This box features moving parts, secret panels, or unusual codes and locking mechanisms. Depending on the box, a Disable Device, Knowledge (engineering), Linguistics, or simple Intelligence check might open it. The DC of the check varies with the complexity of the box, but is typically 15 or 20 (retry once per day). Multiple skill checks might be necessary for different stages of the puzzle. If the puzzle box was constructed with the intention that one specific person should be able to open it, that person gets a +5 circumstance bonus on the check.
Price 1 sp; Weight 1/2 lb.
Players of this game divide into teams and alternate hitting a small, leather-encased ball with a wooden bat. They run around a field to various safe bases, scoring points when a player completes a circuit through all four bases. The set includes two balls, two bats, and four cloth-stuffed canvas bases.
This set of 10 elaborate metal stencils are used in shadow puppetry to cast shadows of highly stylized figures and objects. If used to aid in the creation of any type of shadow spell or effect (including shadow puppet bardic performances), a wayang adds a +1 competence bonus to her saving throw DC. Using a shadow stencil requires one hand.
Price 3 sp; Weight 3 lbs.
This includes a wool-stuffed leather ball and a wooden racket strung with animal gut.
A flag is a colorful banner that bears the heraldry or symbol of a nation or organization. A character with the Flagbearer feat who bears a flag can grant additional combat bonuses to nearby allies. Carrying a flag in combat requires a free hand.
Small nautical flags measure 3 feet by 5 feet, while large ones measure 6 feet by 10 feet. Most ships fly a large national flag (or "ensign") and a small courtesy flag (the flag of the nation whose waters it’s sailing in) as well as a personal signal, but flag sizes depend on ship size and personal preference.
Flags can be made out of almost any material. Cotton and silk are common, though any type of cloth degrades quickly at sea. Most captains replace their flags every two or three voyages.
Ensign and courtesy flags cost less than personal signals, as they can be made in large quantities. Personal signals must be custom ordered.
Mounted on a sturdy 15-foot pole, this flag inspires all orcs belonging to the tribe it represents. As long as they are within 60 feet and can see the standard, they gain a +1 morale bonus on saving throws against fear effects. The standard must be carried in one hand by a member of the tribe to have any effect (it provides no bonus if hung on a wall, draped over a throne, and so on). If the standard is brought low (such as by its bearer dropping it in the mud), defiled, destroyed, or captured, the tribe's members take a –1 penalty on attack rolls and saving throws versus fear effects for the next hour. If the orcs reclaim a captured standard, the penalties end and the bonus is restored.
A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use.
This thin length of rope has many oddly shaped bits of hollow metal fixed along its length. As a standard action, a creature can swing a roar cord over its head to generate a variety of eerie noises. For the next round, any creature within 60 feet of the roar cord takes a –2 penalty on Perception checks that rely on sound and a –1 penalty on saving throws against fear effects. The roar cord can be used as a bardic instrument (string instrument) that grants the bard a +2 bonus on Perform checks when using the countersong bardic performance.
Fashioned from the spongy stem of a rare mushroom, this whistle produces a sound that only kobolds and dragons can hear. Kobolds often create complicated codes made up of notes that they use to coordinate ambushes and raids.
Used most often by gnome sheriffs and rangers, a sheriff's whistle gives off a piercing shriek that can easily be heard up to 1,000 feet away under ordinary circumstances. However, the frequency of the shriek is such that it can only be heard by badgers, dogs, and gnomes.
A simple whistle used to send short, shrill audible signals.