All Equipment | All Item Bonuses
Adjustments | Adventuring Gear | Alchemical Items | Animals and Gear | Apex Items | Armor | Artifacts | Assistive Items | Blighted Boons | Censer | Consumables | Contracts | Cursed Items | Customizations | Figurehead | Grafts | Grimoires | Held Items | High-Tech | Intelligent Items | Materials | Other | Relics | Runes | Services | Shields | Siege Weapons | Snares | Spellhearts | Staves | Structures | Tattoos | Trade Goods | Vehicles | Wands | Weapons | Worn Items


Bottled Breath | Fulu | Gadgets | Magical Ammunition | Missive | Oils | Other Consumables | Potions | Scrolls | Spell Catalysts | Talismans | Tea


PFS StandardInstant SpyItem 2

Legacy Content

Uncommon Clockwork Consumable Gadget 
Source Guns & Gears pg. 70 2.0
PFS Note Inventors (and characters with the Inventor archetype) gain access to uncommon clockwork items from from Chapters 1 and 2 from this book, unless the item specifically states otherwise. Characters with a Home Region of Absalom, New Thassilon, Alkenstar, Dongun Hold or Arcadia have access to uncommon clockwork items from Chapters 1 and 2 from this book, as inventors. Inventors (and characters with the Inventor archetype) gain access to uncommon gadgets from Chapters 1 and 2 from this book, unless the item specifically states otherwise.

Price 5 gp
Usage held in 1 hand; Bulk L
Access Characters from Absalom, New Thassilon, Alkenstar, Dongun Hold, or especially technological regions of Arcadia like the Deadshot Lands have access to uncommon clockwork items from the first two chapters of this book. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets.
Activate [one-action] Interact
An instant spy is a tiny clockwork device that is small enough to be easily hidden. It contains the same audio-recording mechanisms as a clockwork spy, as well as a short-lived gemstone that can store up to 1 hour of sound to play back later.

Once you have activated the instant spy, it surreptitiously begins recording all the sounds around it for an hour. In general, it can hear sounds that are clearly audible in the location where you activated it, but not sounds that would require a Perception check with a DC of 10 or greater to hear. The GM determines exactly what the instant spy can hear and record, as well as whether or not the recording is clear in a situation where the original sound is quiet, distorted, or intentionally obscured.

When the recording is complete, once within the next 24 hours, you or another creature can use an Interact action to play back the stored audio in its entirety, after which the gem crumbles to dust. If no one plays the recorded sounds back within 1 day, the gem crumbles into dust anyway. This prevents the information from falling into the wrong hands later. It's typical to use the Conceal an Object action to hide an instant spy in a location once you've activated it, since if you don't hide it, it's relatively easy to discover in a thorough search, despite the fact that it's small and relatively unobtrusive.