TEXT: 1
  I
  t’s fairly common for randomly generated treasure 
  to include a few mundane or low-value items. 
  While these may be appreciated and hoarded for 
  the few coins they can raise at low-levels, fairly early 
  in most campaigns players stop caring much about 
  items taken from the standard equipment tables 
  (players only appreciate so many sunrods). However, 
  sometimes a GM wants to spark some interest and 
  mystery without handing out a major magic item, 
  or at least make a world seem more in-depth by 
  providing some colorful items that suggest they have 
  a backstory behind them. To assist in such efforts, this 
  product provides 110 odd little items, none of which 
  will be of great use to players, but all of which might 
  pique their interest.
  To be on the list, an item had to be small enough 
  to fit in a pocket, belt pouch, or backpack. Its weight 
  had to be negligible, and its value low. None of these 
  items give bonuses to rolls or checks. Rather, the items 
  were designed to encourage players to ask questions 
  and to act as starting points for GMs who wanted to 
  introduce some new story hooks. These are creative 
  motes and ideas rather than specific story elements, 
  and they are best used by GMs who like creating 
  stories and rumors on the fly. Even if one of these 
  items didn’t encourage further investigation when 
  found, it may provide another great opportunity for a 
  GM to create a colorful background when characters 
  attempt to sell it.
  Unless an item gives a specific value, these items 
  are worthless (or if the GM prefers worth 1 cp) or 
  valued at 10 gp. While in most cases it should be 
  obvious whether an item is a minor valuable or 
  essentially junk, ultimately it’s left as an exercise for 
  the GM to decide which is which – while mithral 
  shards may be valuable in one campaign and a rat 
  
  2
  jawbone worthless, it would not be difficult 
  to conceive of an economy that reverses those 
  valuations.
  The few magical items presented below 
  list their caster level and aura at the end of the 
  item description. None of the magic items are 
  noteworthy enough to require a full magic item 
  entry – if a player wishes to recreate such items, 
  their only prerequisite is Craft Wondrous Item. 
  Since these items are designed more as 
  starting points for creative GMs than fully-
  fleshed ideas, they aren’t really designed to be 
  randomly selected. Instead, we recommend a 
  GM glance through the list when wanting to add 
  a bit of spice to a treasure trove, or when PCs 
  demand to know what’s in a giant’s pockets. 
  If a GM does wish to use this list to randomly 
  generate odd treasure items, roll 1d100. On a 
  result of 01-90, use the corresponding numbered 
  item on the list. On a result of 91+ roll 1d20 and 
  add 90, using the resulting value (from 91-110) 
  as the item number. 
  The OddiTies
  1. A black leather drawstring bag of six 
  black, iron nails as long as a human finger, 
  and veined with silver. A successful DC 15 
  Knowledge (religion) check recognizes them as 
  crucifixion nails carried by an obscure religious 
  sect known for its members’ willingness to 
  demonstrate their faith by having someone nail 
  them to a tree.
  2. Three mithral shards, too small to be 
  worth money, and too few to guess what they 
  were once part of.
  3. A tiny ink-on-paper landscape showing 
  some hills and an unusual rock formation. A 
  successful DC 15 Knowledge (nature) check 
  reveals it’s not in the immediate area.
  4. A carved wooden baby rattle (the 
  rattles inside are the teeth of infants of 
  various races).
  5. Three mint leaves of unusually strong 
  scent and taste.
  6. Four brass military badges from 
  widely separate locations. A successful DC 
  15 Knowledge (history) check identifies 
  them. Depending on the needs of your 
  campaign, the military units from which 
  they came might be famous, infamous, 
  vanished, destroyed, disbanded under a 
  cloud of shame, or a local force.
  7. A wrinkled scarlet ribbon made of 
  wool.
  8. A burlap bag containing a collection of 
  a dozen canine and feline fangs.
  9. Three bugbear scalps.
  10. A drinking cup made from a monster’s 
  horn, with a simple brass rim. The horn’s 
  owner (e.g. a minotaur) is looking for it.
  11. A silver key with a triangular shaft 
  and three sets of flanges.
  12. An adamantine slave collar with a 
  broken hasp and three links of silver chain. 
  This is probably worth about 100 gp, but 
  should raise a lot of questions when shown 
  in public, and it should attract unwanted 
  attention from slavers looking for their 
  escaped slave.
  13. A lock of long, blond hair, tied with a 
  black velvet ribbon.
  14. Thirteen dried ears of small humanoids 
  strung on a copper chain.
  15. A tiny silver hippogriff, from a 
  necklace or charm bracelet.
  16. A vial of blood.
  17. An antler smoothed and carved for a 
  weapon handle, with the stub of a knife blade 
  sticking out. A successful DC 15 Knowledge 
  (nature) check identifies the animal (it should 
  be ordinary and native to the local area).
  18. Eleven phosphorescent pine splinters 
  that each shed less light than a candle. The 
  phosphorescence is natural and will last 
  roughly a week.
  19. An ivory cameo with a scrimshaw 
  portrait of a dwarven woman.
  20. A cold iron ring with twenty-three 
  ordinary keys on it and no indication of a 
  hasp, hinge, weld line, or other break to allow 
  attachment or removal of a key.
  21. A rusty iron hammerhead with the 
  stub of a white oak 
  handle.
  
  3
  22. A linen handkerchief with a heraldic 
  bear embroidered on it with green thread. 
  A successful DC Knowledge (nobility) or 
  Knowledge (local) check should identify 
  it as the symbol of a merchant house that 
  routinely sends caravans through the area.
  23. The wooden heel of a boot, sized 
  for a Medium humanoid, with a secret 
  compartment large enough to hold a few 
  coins or a Fine object. A successful DC 25 
  Perception check finds the compartment.
  24. A small blue, ceramic jar half-full of 
  dead spiders.
  25. A tin flask of dandelion wine.
  26. A waxed cotton envelope containing 
  dried blue rose petals.
  27. A necklace of duck, snake, and 
  squirrel bones on a cotton string.
  28. A blown-glass globe, half-full of shiny 
  blue river rocks and fine white sand, slightly 
  scratched and frosted by its contents. There 
  is no opening in the globe.
  29. A partial spool of copper jewelry 
  wire.
  30. A roll of tanned humanoid skin. 
  Note that if you want to make the source of 
  this item seem scarier, then the skin should 
  come from a powerful species of humanoid, 
  such as a giant. If not, it could be as exotic 
  as you want. A successful DC 15 Knowledge 
  (nature) or DC 25 Heal check identifies the 
  species.
  31. Nine leather thongs braided together 
  to form a short rope.
  32. Three blobs of melted brass.
  33. A carved pine boat about the size of 
  a human hand.
  34. A scrap of parchment with “Forgive 
  me, Trevor” written on it in Common in 
  gold ink.
  35. Sparse red veins run through the 
  otherwise ordinary material of this fragment 
  of a sword blade. The veins glow like a 
  candle when the fragment is within thirty 
  feet of an orc. Faint divination, CL 3rd.
  36. A blue silk scarf with a gold geometric 
  border.
  37. Unwrapping this small bundle 
  of burgundy velvet reveals a polished 
  silver straight razor with a pearl handle 
  theoretically worth 50 gp. A successful DC 
  20 Knowledge (history) check recognizes 
  it as the reported weapon used in a bizarre 
  series of murders that happened forty years ago. 
  The killer was never caught. No one aware of 
  its history will buy this, the local law has many 
  questions for the possessor, and the murderer 
  wants it back.
  38. A fist-sized acorn carved from walnut 
  wood and carefully polished and lacquered, 
  probably from a stair or bedpost.
  39. A blue flame dances inside this glass 
  tube that is as long as a gnome’s hand. There’s 
  nothing burning. It’s not hot. It provides 
  illumination as a candle. Faint illusion. CL 1st.
  40. IOUs for unusually large amounts that 
  name a local farmer, blacksmith, and religious 
  authority as the debtors.
  41. A receipt for a fine suit of clothes at a 
  local tailor, and a date when the clothes are to 
  be ready. (The date should be soon.)
  42. A list of five women’s names and 
  addresses, each with a date and time in the 
  future noted next to it. A successful DC 10 
  Knowledge (local) check recognizes the names 
  as local, and belonging to women of different 
  social statuses.
  43. A hunting whistle that imitates the call 
  of a local game animal or bird.
  44. A credit receipt from a local gambling 
  hall.
  45. A horsehair fly whisk.
  46. A successful DC 20 Knowledge (nobility) 
  check identifies this love letter as being written 
  by the spouse of a local political official to 
  someone who isn’t any of the bodies being 
  looted.
  
  4
  47. A silver chain from which hangs a 
  diamond-shaped silver pendant with a half-
  closed eye carved in it. A successful DC 20 
  Knowledge (local) check of DC 25 Knowledge 
  (religion) check identifies it as the symbol of an 
  obscure secret society.
  48. A cut crystal doorknob.
  49. A single brass earring with a jade chip.
  50. A maroon felt beret sized for a Small 
  character.
  51. Three playing cards, all from the same 
  deck. They’re just regular cards, not face cards 
  or divination cards.
  52. A tiny tin shaker of ground turmeric (a 
  spice).
  53. A small cloth bag of seeds. A successful 
  DC 18 Knowledge (nature) check recognizes 
  them as assassin vine seeds (they could be seeds 
  related to any plant creature).
  54. A leather dog collar with a silk inner 
  lining.
  55. A bronze belt buckle shaped like 
  interlocking aspen leaves.
  56. Seven brass buttons, each with an 
  apple in raised relief.
  57. A shard of ice. It never melts, and it 
  cools liquids normally. Minor transmutation. 
  CL 1st.
  58. A mummified pigeon wing.
  59. A child’s leather shoe stained with 
  blood.
  60. A pewter serving fork with two tines.
  61. This Diminutive aventurine (green, 
  with mica intrusions) kobold skull seems 
  like an ordinary art object, worth about 
  50 gp. A DC 25 Perception or DC 15 Craft 
  (gemcutting) check reveals 
  there are no tool marks on the skull 
  (magic shaped it).
  62. A red leather clown nose.
  63. A deflated child’s ball, made from a 
  pig’s bladder.
  64. An adamantine jeweler’s chisel 
  (worth about 60 gp).
  65. A folding steel shovel sized for 
  Medium humanoids.
  66. A leather glove for a six-fingered 
  Medium humanoid (right hand).
  67. A gaily-painted wooden wheel from 
  a child’s toy.
  68. A leather mug with a leak in the 
  bottom.
  69. A glass preserve jar full of smoke. 
  If opened, it does nothing. A character can 
  pour the smoke out, in which case the smoke 
  dissipates and the jar is empty.
  70. Two small firecrackers.
  71. A clear glass jar containing slices of 
  dried apple.
  72. A brass ring.
  73. A rat jawbone.
  74. Two feet of hemp rope.
  75. A pewter spoon embossed with the 
  monogram of a local authority figure.
  76. An empty green glass wine bottle 
  with a tattered label faded to illegibility.
  77. A successful DC 10 Knowledge 
  (engineering) check identifies these tools as 
  those of a clay sculptor.
  78. A thick sheet of darkwood tree bark 
  with a strange serpentine script engraved 
  on the interior side. A successful DC 15 
  Knowledge (nature) check recognizes the 
  “script” as the trails left by termites.
  79. A small, empty picture frame made 
  from carved cherry wood (2 feet wide by 3 
  feet tall), with the word “Butai” engraved 
  in Common on one edge. “Butai” is a 
  command word that causes carvings on 
  the sides of the frame to glow. In total, the 
  glow is the equivalent of one candle’s light. 
  The light remains until someone speaks the 
  word “Iatub” within 10 feet of the frame. 
  Faint evocation. CL 1st.
  
  5
  80. A comb carved from horn and 
  reinforced along the spine with pewter. It’s 
  missing some teeth.
  81. A wood hairbrush with hair caught 
  in it that doesn’t match the looted body or 
  any of its companions.
  82. A single adamantine horseshoe 
  worth about 60 gp.
  83. A cold iron bar with a ring at each 
  end. A successful DC 8 Handle Animal or 
  Knowledge (nature) check identifies it as 
  the bit from a riding animal’s bridle.
  84. A piece of rock candy tied up in a 
  small cloth with twine.
  85. A rose quartz chess piece worth 
  about 50 gp. A successful DC 15 Knowledge 
  (local) check identifies it as the recognition 
  symbol used by rebels plotting something 
  nefarious.
  86. A successful DC 10 Knowledge 
  (nobility) check recognizes the monogram 
  on this silk shirt as that of a wealthy local 
  recluse.
  87. A steel set of folding eating utensils.
  88. A small, leather-bound book of hand-
  written poetry. The poetry is mediocre at 
  best, and often focuses on clay jugs. The 
  penmanship is neat and clear.
  89. A hand-span of brass tubing, as thick 
  as a human male’s thumb.
  90. A single terra cotta roof tile.
  91. Six glazed tiles about the size of an 
  orc’s thumbnail. Three are red, two are blue, 
  and one is golden yellow.
  92. This crystal jar with an elaborate gold 
  seal contains a few ounces of dust. The dust 
  itself is magical, not the jar. The dust doesn’t 
  actually do anything; it’s just the remains 
  of a scrap of a dead evil deity’s clothing. 
  Any cult of remaining faithful would kill 
  to get the relic. Note that this is effectively 
  an artifact that does nothing, and as a result 
  does not detect as magic (the dust cannot be 
  detected with mere mortal magic – see the 
  Pathfinder Roleplaying Game Core Rulebook for 
  information on artifacts). A successful DC 30 
  Knowledge (Arcana, History, or Religion) 
  check reveals the dust’s true nature.
  93. 
  A 
  polished 
  ovoid 
  of 
  amber 
  surrounding an ordinary fly (overall length 
  of the gem is about that of a human male’s 
  thumb, and it’s slightly bigger in diameter). 
  It is worth 100 gp.
  94. A roll of thin, soft leather with twenty 
  alchemical silver sewing pins stuck in it, worth 
  about 50 gp total. Note that the pins themselves 
  are too small to do damage, but they can deliver 
  poison as improvised melee weapons.
  95. A pewter mug decorated with stylized 
  flames. The inside of the mug heats up when 
  liquid is poured in it. In one round, the mug 
  warms the liquid inside it. The temperature of 
  the liquid becomes hot, but still drinkable. The 
  liquid never boils or overheats. The exterior 
  of the mug remains at room temperature. The 
  mug has no effect if completely submerged. 
  Faint evocation. CL 1st.
  96. A leather wallet. The leather is rough and 
  yellow, with some darker spots. A successful 
  DC 25 Knowledge (arcana) check identifies it 
  as the hide of a humanoid native to the astral 
  plane, but not the exact species. Any humanoid 
  native to the Astral plane who sees this wallet 
  becomes unfriendly toward the possessor, 
  and if events devolve into combat, focuses its 
  attacks against the possessor.
  97. Five pound of scrap metal in a leather 
  bag. The metal includes broken hinges and 
  hinge pins, bent nails, door handles, broken 
  carpentry and artisan tools, a horseshoe, and 
  the like. Taken together it’s probably worth 
  about 1 gp to a blacksmith.
  98. A successful DC 20 Knowledge (arcana) 
  check identifies the iron studs of this single, 
  black, leather bracer as fragments from an iron 
  golem. At the start of any round of combat with 
  constructs, roll 1d10 for each construct. On a 
  result of 1, that construct attacks the bearer of 
  the bracer, if possible. Any intelligent construct 
  
  6
  becomes unfriendly toward the wearer but is 
  not forced to attack. Faint transmutation. CL 3rd.
  99. A wooden stick stripped of bark, with a 
  Y-shape. A successful DC 15 Knowledge (nature) 
  check identifies the wood as coming from a 
  hazel tree. If the stick comes within five feet of 
  a creature with the Aquatic or Water subtype, 
  then it vibrates. The vibration is noticeable even 
  if the stick is in a backpack or other container – 
  and if it is, then the vibration makes an audible 
  sound that allows for a DC 15 Perception check 
  to notice it. Faint divination. CL 6th.
  100. Three heavy-duty canvas bags with 
  lockable metal rims. The seal of a royal treasury 
  marks each bag, and they are unlocked and 
  empty.
  101. Twelve adamantine pitons (worth 
  about 60 gp each). A character can drive one of 
  these pitons in a single round, rather than a full 
  minute.
  102. A green marble gear the size of 
  a squirrel’s head and two-inches thick, 
  precisely made and with brass fittings. 
  The gear is unusually heavy (Hardness 10 
  instead of 8, 60 hp instead of 30) and shows 
  no sign of wear or chipping.
  103. A crystal lens with a copper rim, but 
  no handle or telescope tube to go with it. It’s 
  worth 200 gp to a spyglass crafter.
  104. A hand-knitted baby bootie shaped 
  and sized for a human infant’s foot.
  105. A canopic jar sized for a monster’s 
  internal organs, carved and painted with 
  imagery from an appropriate monster deity/
  mythology but containing a desiccated 
  human liver. A PC can make an appropriate 
  Knowledge check (DC 10+ monster’s CR, 
  specific skill varies) to recognize the monster 
  race that created it.
  106. A wicker ball approximately the 
  size of a large apple. Although it rattles and 
  thumps like something is in it, when pried 
  open it is empty. Faint illusion. CL 1st.
  107. Very old gold coin, but a DC 10 
  Knowledge (nobility) check identifies the 
  face on it as belonging to a currently living 
  king.
  108. A wooden box the size of a deck of 
  cards, undecorated, with a sliding top. The 
  inside is covered with dried blood.
  109. A baby’s quilt with two infant 
  handprints burned into one square.
  110. A flat pane of glass (hardness 1, hp 
  1) the size of a human palm. The pane has a 
  brass rim around it. This item is one of a pair. 
  When they are within 200 feet of each other, 
  each glows with a soft, blue, light (provides 
  illumination as a candle). Anything spoken 
  by the possessor of one appears as garbled 
  Common text on the other when they are 
  within range. It requires a DC 25 Linguistics 
  check to understand what is written. Until 
  they are within range of each other, the 
  auras presented by one are faint, and there 
  is no sign of the pane’s function. Moderate 
  divination. CL 11th.
  
  7
  GM Advice
  Here is a collection of advice on using 
  these items in your game.
  ●	 Keep track of each item handed out. 
  Know where it was acquired, when, 
  who acquired it, and if sold, then who 
  it was sold to and when. Follow up 
  occasionally.
  ●	 Not every item needs to be a story hook, 
  but any item could be. 
  ●	 Make skill rolls to identify an item in 
  secret.
  ●	 Incongruity 
  is 
  good 
  for 
  hooking 
  player’s interest. A troll could have an 
  envelope of dried rose petals, while a 
  sophisticated aasimar might have a vial 
  of blood or a necklace of chicken bones.
  ●	 The skill checks to recognize an item are 
  suggestions. Clever players may come 
  up with other ways to identify them.
  ●	 Don’t use more than one item unless 
  a treasure hoard is truly vast (e.g., a 
  dragon’s hoard).
  ●	 Avoid using multiple items in a single 
  adventure (a little oddity goes a long 
  way).
  TArGeT FixATiOn
  A player may fixate on an item, certain 
  that it is more significant at this particular 
  moment than it is. Allow the player a few 
  moments of time, then move on to other 
  players. You can encourage the fixated 
  player to role-play his character’s fascination 
  with the item – constantly pulling it out and 
  examining it, asking random craftspeople 
  and merchants about it when in town, 
  consulting with sages, and so forth – without 
  letting it take over the game or a session. 
  You should also let the other players role-
  play their characters’ growing frustration 
  with the fixation, but don’t egg anyone 
  on unfairly. Let the group work it out. If 
  the PCs are paying a random oddity more 
  attention than you want, and they insist on 
  sitting, staring at it, and discussing it, throw 
  wandering monsters at them.
  
  8
  We err On The side OF AWesOMe!
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  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
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  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the names of abilities presented within this book are Open Game Content as described in Section 1(d) 
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  OPEN GAME LICENSE Version 1.0a 
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  The Genius Guide To: What’s in my Pocket?. Copyright 2012, Super Genius Games. Author: Rich Redman
  Designer:
  Rich Redman
  Developer:
  Owen K.C. Stephens
  Editor:
  Jeremy Miller
  Art:
  Redpeggy, Rick Hershey, 
  Sade, and Storm Cook
  Graphic Design and Typesetting:
  R. Hyrum Savage and Lj Stephens 
  Creative Director:
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2012 Super Genius Games
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Items/The Genius Guide to What's in My Pocket.pdf