Clocs Curios
Table of Contents

Overview #
Cloc’s Curios is an eclectic magic and novelty shop located in the heart of the Ashtown district in Caliphas. Known for its bizarre mix of clockwork technology, obscure magical items, and dangerous alchemical goods, it serves as a primary outfitter for adventurers brave (or desperate) enough to shop in the city’s soot-choked industrial quarter.
Atmosphere & Trade #
Situated amidst the grinding gears and smog of Ashtown, Cloc’s Curios reflects the chaotic nature of its surroundings. The shop specializes in the weird and the specific, stocking items that bridge the gap between magic and engineering. It is one of the few places in Ustalav where one might find a clockwork gadget sitting on a shelf next to a necromantic scroll.
Current Inventory #
Boots of the Dead
common
35gp
Level: 2 | Type: equipment | Damage: 0
Perhaps you had no other choice than to steal the boots off a fallen soldier. Yours may have been worn out, full of holes, or even coming apart. Did you take them from a fallen ally or adversary? Everyone looks the same after war has its way. Nevertheless, the guilt you feel weighs you down. You gain a +1 item bonus to saving throws and DCs against forced movement.
Activate—One of You 1 (manipulate)
Frequency once per hour
Effect You shuffle your boots, which still stink of the dead, causing one undead creature of your choice to think that you too are undead. The target is Off-Guard against the next melee attack you attempt against it before the end of your current turn.
Weapon Potency (+1)
common
35gp
Level: 2 | Type: equipment | Damage: 0
Magical enhancements make this weapon strike true. Attack rolls with this weapon gain a +1 item bonus, and the weapon can be etched with one property rune.
You can upgrade the weapon potency rune already etched on a weapon to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the formula of the stronger rune to do so, and the Price of the upgrade is the difference between the two runes' Prices.
Craft Requirements You are an expert in Crafting.
Olfactory Stimulators
common
5gp
Level: 1 | Type: equipment | Damage: 0
This cluster of sensitive wire whiskers fits over the nose or snout to provide sensory information as it reacts to nearby odors and other scents. A creature wearing olfactory stimulators gains a sense of smell, which is as precise as an average member of its species, as well as the scent special ability if members of its species typically have that ability. Olfactory stimulators can be fitted to animal companions as well as sapient creatures; stimulators produced for companion use have the companion trait.
Hunter's Bane
common
6gp
Level: 2 | Type: consumable | Damage: 0
Usage affixed to armor
Activate F (concentrate)
Trigger A Hidden or Undetected enemy hits you with an attack
Requirements You are trained in Survival
This talisman is a ring of dried, interwoven pieces of straw. When you activate the hunter's bane, you sense the exact location of the attacker. It becomes Observed by you if it was hidden from you or becomes hidden from you if it was undetected. If the attacker is behind lead, the hunter's bane has no effect.
Candle of Inflamed Passions
common
10gp
Level: 3 | Type: consumable | Damage: 0
Activate 1 (manipulate)
This blood-red candle is made from wax derived from oil shale found in certain parts of the Plane of Fire. The wick burns with a flame that flickers and dances even if there's no draft to stir it. You activate the candle by lighting it, which causes creatures within 10 feet of the candle to find their emotions running high. Creatures in the area take a -1 status penalty to saving throws against emotion effects. Once lit, the candle burns for 10 minutes. If extinguished, it can't be relit.
Doom Switch
common
50gp
Level: 3 | Type: equipment | Damage: 0
This short length of wood is decorated with fine carvings of symbols representing fate.
Activate—Bragging Rights 1 (attack, manipulate)
Frequency once per day
Effect You attempt to Strike a significant enemy with the doom switch, marking them for defeat. The switch is treated as a simple melee weapon for the purpose of proficiency. This attack deals no damage.
Critical Success You and your allies gain a +1 status bonus to attack rolls against the target for 1 minute. If you reduce the target to 0 Hit Points during this time, you gain temporary Hit Points equal to twice the target's level for 1 round.
Success As critical success, except you gain temporary Hit Points equal to the target's level.
Failure You and your allies take a –1 status penalty to attack rolls against the target for 1 round.
Critical Failure You and your allies take a –2 status penalty to attack rolls against the target for 1 round.
Effect: Bragging Rights (Success or Better)
Effect: Bragging Rights (Failure or Worse)
Voicebox
common
5sp
Level: 0 | Type: equipment | Damage: 0
This box contains small, magical amplifiers that allow a non-verbal character to translate thought into speech, which emits from the necklace. The speech produced matches any language you understand.
Potion of Acid Retaliation (Minor)
common
4gp
Level: 1 | Type: consumable | Damage: 0
Activate 1 (manipulate)
For 1 minute after drinking a potion of acid retaliation, you glow with a faint aura of acid energy, and a creature that touches you (such as by making an unarmed attack or using a spell with a range of touch against you) takes acid damage.
The aura deals 1 acid damage.
Tasset of Flexibility
common
100gp
Level: 4 | Type: equipment | Damage: 0
You can attach these light-brown leather flaps adorned with gold stitching to a breastplate or even clothing to protect your upper legs in battle. They give you the freedom to move your body to its limit without worrying about exposing yourself to a hit. While wearing the tasset of flexibility, you gain a +1 item bonus to Acrobatics checks.
Activate—Lunging Attack 1 (concentrate)
Frequency once per day
Effect The tasset helps you stretch farther than you normally could. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike.
Hippogriff Feather
common
12gp
Level: 3 | Type: consumable | Damage: 0
Activate Cast a Spell
Tawny-colored hippogriff feathers can be up to 2 feet long. Used as a catalyst with a Ghostly Carrier spell, a single hippogriff feather grants the hand semicorporeal wings that increase the hand's maneuverability. The hand has a range of only 60 feet, but its increased agility grants it a +1 status bonus to its AC and Reflex saves.
Wand Cane
common
100gp
Level: 4 | Type: equipment | Damage: 0
Though it appears to be a basic cane, the inner workings of the wand cane are an intricate network of lenses and magical circuits, with a slot at the top to insert a wand. The wand cane then spends 1 minute attuning to the wand, after which the wand can be used through the cane.
Monkey Pin
common
6gp
Level: 2 | Type: consumable | Damage: 0
Activate A (concentrate)
This small brass pin is shaped like a monkey climbing a tree. When you activate this talisman, use a Climb action with a +1 item bonus on the check. On this check and until the end of your turn, if you succeed on an Athletics check to Climb, you move your full Speed during the Climb. If you roll a critical failure, you get a failure instead.
Lucky Copper
common
30gp
Level: 2 | Type: equipment | Damage: 0
These coins—copper, silver, or gold depending on their potency—were not minted for circulation. Rather, friendly fey helped to create them as wards against the abilities of some gremlins, namely pugwampis. The coins are said to protect the bearer against misfortunes of all stripes, though, not merely those of gremlins and have come to be seen as good luck charms the world over. Each coin, regardless of the metal used to mint it, has a canine face on both sides; on one side, the face's mouth is open in a wide smile, while the other shows the face snarling.
Activate—Guarded Fortune f (fortune, manipulate)
Trigger You fail a skill check due to a misfortune effect
Effect Flip the coin. If it lands on the smiling face, reroll the triggering check; since this activation has the fortune effect, any misfortune effect is canceled out for this check. You must use the new result, even if it's worse. If it lands on the snarling face, nothing happens. Either way, you're temporarily immune to Guarded Fortune for 1 hour.
Craft Requirements Any checks made to craft this item while under a misfortune effect are automatic critical failures.
Composer Staff
common
80gp
Level: 4 | Type: weapon | Damage: 1d4 bludgeoning
A composer staff is short and shaped like an elegant black conductor's baton with a silver tip. When waved through the air, it hums melodically. In this way, you can play it as though it were an instrument, and it grants a +1 item bonus to Performance checks made with it.
Activate Cast a Spell
Effect You expend a number of charges from the staff to cast a spell from its list.
- Cantrip Haunting Hymn, Summon Instrument
- 1st Concordant Choir
Craft Requirements Supply one casting of all listed ranks of all listed spells.
Staff of Healing
common
90gp
Level: 4 | Type: weapon | Damage: 1d4 bludgeoning
This white wood staff is capped at each end with a golden cross adorned with ruby cabochons. A staff of healing grants a +1 item bonus to the Hit Points you restore anytime you cast the heal spell using your own spell slots or charges from the staff.
Activate Cast a Spell
Effect You expend a number of charges from the staff to cast a spell from its list.
- Cantrip Stabilize
- 1st Heal
Craft Requirements Supply one casting of all listed ranks of all listed spells.
Menacing
common
50gp
Level: 3 | Type: equipment | Damage: 0
Common among brutes who use the magic to scare others into compliance, menacing runes lend you a formidable appearance, granting you a +1 item bonus to Intimidation checks to Coerce others.
Wolf Fang
common
4gp
Level: 1 | Type: consumable | Damage: 0
Activate F (concentrate)
Trigger You successfully Trip a foe
This wolf canine is bound in a strip of leather and tied to a buckle or strap of a suit of armor.
When you activate the fang, you deal (@actor.abilities.str.mod) bludgeoning{bludgeoning} damage equal to your Strength modifier to the target of your Trip.
Feather Token (Holly Bush) (Ammunition)
common
12gp
Level: 4 | Type: ammo | Damage: 0
Each feather token appears to be a simple feather from some exotic bird. The feather's shaft, dipped in gold, bears a single arcane rune. Activating a feather token causes it to transform into another object, which then can be used as normal for that object. Each feather can be activated only once, with most of them permanently becoming the item in their description.
Activate A Strike from a ranged weapon
When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries. While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn't heal you if you don't eat it within the span of your Interact action.
If activated on soil, the plant continues to grow and thrive (although it doesn't produce any more healing berries). If activated elsewhere, it withers and dies within [[/r 1d4 #days]]{1d4 days}.
Eye Slash (Greater)
common
100gp
Level: 4 | Type: equipment | Damage: 0
Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye.
The tattoo also grants you a +1 item bonus to Perception checks that involve sight.
Potion of Shared Memories
common
4gp
Level: 1 | Type: consumable | Damage: 0
Activate 1 (manipulate)
A potion of shared memories can transfer recollections from one creature to another. To place a memory in the potion, you must hold the vial and focus on a particular memory for 1 minute. This memory must be of a single event, location, person, or otherwise encompass a span of about 1 minute. The clear fluid takes on a shimmering hue reminiscent of the stored memory and gains a slightly sweet taste.
Upon consuming the potion, the drinker vividly recalls the memory, and thereafter can remember it as easily as a memory they actually experienced. An unwilling drinker can refuse to absorb the memory.
Tables #
People #
| Name | Description | Ancestry | Status |
|---|---|---|---|
| Cloc Milksalt | Owner of Clocs Curios | Goblin | alive |